<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://d20futurepath.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Server</id>
	<title>FuturePath - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://d20futurepath.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Server"/>
	<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Special:Contributions/Server"/>
	<updated>2026-05-03T17:42:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.3</generator>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Introduction_Story&amp;diff=7871</id>
		<title>Introduction Story</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Introduction_Story&amp;diff=7871"/>
		<updated>2023-01-17T21:26:38Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt; THIS PAGE IS STILL UNDER CONSTRUCTION! &amp;lt;/span&amp;gt;  &#039;&#039;&#039;&lt;br /&gt;
This story is incomplete and is more of a rough outline, terribly written jumble of thoughts. Please avoid until this warning changes.&lt;br /&gt;
&lt;br /&gt;
The following is the story of adventures in [[Galaxy_Map|The Great Ring Galaxy]]. The story can show any new adventurer what to expect while roaming the vast expanse of space.&lt;br /&gt;
&lt;br /&gt;
== A Fateful Landing ==&lt;br /&gt;
&lt;br /&gt;
Sarah strained to look at her reflection in the cracked mirror. Hoping to see someone else. Instead, she just saw the same dirty hair, brown eyes, chapped lips, and grungy clothing. [[Species#Humans|Humans]] that left their home planet seemed to suffer this fate. A place she never saw, as she was born far away- not even planetside. Her parents left Earth a while back. &amp;quot;It wasn&#039;t safe.&amp;quot; That&#039;s what she remembers her parents saying, anyway. &lt;br /&gt;
&lt;br /&gt;
When Sarah was seven, her parents got caught up in a labor camp as they were struggling to survive. For the last ten years, most of her life, she&#039;s worked tirelessly for the profit of some alien who cared little for others and even less for [[Species#Humans|humans]]. However, that was then, and this is now. Now she looks in the mirror of a ship flying across the stars, having been freed by a man named Bosch. Perhaps it was because he was also [[Species#Humans|human]] and didn&#039;t like the way she was being treated. Or, more likely, it was because of her owners stiffing Bosch of his pay. Either way, he took her from her cruel life and into another. Her parents had little choice and were actually happy in a way to see her escape. She had no intention of living like she once had. She was going to somehow prove to this crew of mercs, and the whole of space, her worth. The ship bumped a little bit and shook Sarah from her gaze. She turned around and left her tiny quarters to join the rest of the crew on the flight deck.&lt;br /&gt;
&lt;br /&gt;
The flight deck felt massive with its wide view screen wrapping around the room giving way to the view of deep space. In truth, it was cramped for a [[Common_Mil._Large_Hull|Large Civilian]] ship. But Sarah loved it the most. It was where she practiced flying and learned a lot about space ships. Most of the crew had been happy to teach, and she wanted to be as useful as possible as quickly as possible. At the moment she wished she knew more about Spaceship Operations as she felt useless. She glanced up at Bosch had left is captain&#039;s chair to stand over the Tamara the [[Helm_Officer|helms officer]]. He had not noticed her as he focused on what the instruments on the Helms console where saying about the approaching planet.&lt;br /&gt;
&lt;br /&gt;
The communications console lights up. An electronic voice comes through the speaker informing the ship&#039;s crew of the decent path. Sarah looks at her newfound peers. An odd group of desperadoes. Despite being the newest member she seemed to fit right in poor, desperate and not a care in the Ring for the law. This was a crew who knew that credits talked and those who knew how to listen where fat and happy. There was a lot of credits being offered according to this distress beacon.&lt;br /&gt;
&lt;br /&gt;
She knew little else about the crew. She after all just joined them a few weeks ago. She and Bosch were the only [[Species#Humans|humans]]. The pilot was a [[Species#Volar|Volar]], a species she never saw before. Dark green leafy hair and pale green skin spotted with light and dark shapes. Her name was Tamara. Sarah quickly realized that Tamara wore as little clothing as hygienically necessary and does not like being touched without permission. A very awkward first meet. But after a while, she was able to break past the differences between there species and she learned that Tamara could be warm and inviting. Tamara gets the captain&#039;s quarters because its the only one with a window and they would sit and watch the stars go by to pass the time. Captain Bosch didn&#039;t mind the small cramped quarters. He says it reminds him of his time in the Soviet Navy whatever that is or was. &lt;br /&gt;
&lt;br /&gt;
A [[Species#Cryous|Cryous]] was curled up on the weapons console twiddling both sets of thumbs. His name was Leth, or at least that is how Bosch pronounced it. The Cryous had mostly blue scaly skin and the lower body of a snake and the upper body of a four-armed humanoid. His lower set of arms were weaker and much shorter than the top. He seemed to ignore Sarah for the most part. He tried to show her how to shoot a weapon a couple of times, but Sarah figured it was because Bosch told him too. Other than that nobody else was in the bridge room. &amp;quot;Kid&amp;quot; was in the engine room of course. He seemed never to leave that place. Bosch called him Kid, although he was a grown man for his species. He was a Murids or &amp;quot;Rat folk&amp;quot; as humans called him. To Sarah, it seemed more like &amp;quot;Mouse folk&amp;quot;. Kid was fun to be around he talked in squeaks that made her laugh, and he seemed to have much more energy then Tamara. The thought of landing soon made her think of the time she mentioned to Kid about how &#039;slower&#039; Tamara sometimes appeared, and he explained &amp;quot;It&#039;s because she is a flipping plant! *squeak* Once she... *squeak*... is planetside she will be bouncing around just you wait! *squeak*&amp;quot;. Sarah smiled at the thought of being planetside.&lt;br /&gt;
&lt;br /&gt;
Another crew member bumped into her on the way into the bridge. &amp;quot;Excuse me huuuman you are blocking the entrance!&amp;quot; said the little [[Species#Graelycxazshngs_.28aka_Graylings.29|Grayling]]. His big dark eyes seemed to look down at her despite being a foot smaller. &amp;quot;Oh sorry I didn&#039;t mean&amp;quot; Sarah was interrupted again by the alien as he moved past and went for the communications console without saying a word. Emulex was his name, and Bosch&#039;s nickname for him was &amp;quot;Pain in my ass&amp;quot;. He too was a relatively new member of the crew and had signed up temporarily to avoid some apparent legal trouble in another Arm of the galaxy.&lt;br /&gt;
&lt;br /&gt;
The ship bumped again. This time it jerked the crew around causing Sarah to nearly fall over.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the Ring keep this ship steady!&amp;quot; Spouted Bosch with an angry Russian accent. The [[Species#Volar|Volar]] seemed to ignore her captain as she concentrated on the many lights flashing red on her console. Sarah was no pilot and in fact had spent the better part of the last ten years underground but still, she noticed that things did not appear to be going as planned. The view screen was now hot, and it was impossible to see beyond a big red blur. Tamara turns to the rest of the crew. &amp;quot;Hold on this is going only to get worse!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Sarah was shaken awake by Leth. &amp;quot;Here quickly the air here is not good for most species!&amp;quot; and he shoved a mask on Sarah&#039;s bloody face. She struggled to stay conscience and held onto a familiar voice. Bosch is yelling somewhere off in the distance. &amp;quot;Of all the damned places! All the places in the Ring it has to be this planet! This system!&amp;quot;. &amp;quot;It&#039;s not all bad sir!&amp;quot; Another far-off voice said. &amp;quot;We got our lives at least, and they know where we landed.&amp;quot; The kid replied even further in the distance. &amp;quot;That was an automated voice. It&#039;s likely that the people who sent that distress call are dead or at the very least unable to help.&amp;quot; Bosch sounded closer now. Sarah&#039;s eyes opened again to see Bosch&#039;s bearded face directly in front of hers. He lifted her up after checking her mask. Turned and faced the rest of the crew. &amp;quot;Listen up! They say strange life forms appeared here from time to time, and this place is already known for its hostile environment. We were supposed to land in a safe zone in the middle of the colony. We gotta get there on foot, and we gotta do it quick. Let&#039;s move out!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Camping can be fun...right? ==&lt;br /&gt;
&lt;br /&gt;
Outline: Tamara has been severely wounded and moving through the thick woods is slow. They eventually find a clearing and camp for the night. While Bosch tends to Tamara&#039;s wounds, Kid tries to cheer the nervous Sarah up by telling her the story of how he became an engineer.&lt;br /&gt;
&lt;br /&gt;
== Dark or Light ==&lt;br /&gt;
&lt;br /&gt;
Outline: The team attempts to find better shelter. They come across a cave that Bosch believes will lead them to the other side of the mountains and much closer to the colony. While taking a break in the caves, Tamara explains why she broke away from her species traditions and joined up with Bosch. Later on, however, the cave proves even more dangerous than the forest outside. As they flee, Tamara dies.&lt;br /&gt;
&lt;br /&gt;
== Alone ==&lt;br /&gt;
&lt;br /&gt;
Outline: Once back out in daylight the team gets separated, and Sarah and Leth have to find a way to meet back up with the others. Leth tries to explain to Sarah how to deal with the loose and hopelessness of the situation by sharing his own story. In the end, Leth has to sacrifice himself to allow Sarah to escape and meet back up with the rest of the team.&lt;br /&gt;
&lt;br /&gt;
== Safe! Now where is the Danger? ==&lt;br /&gt;
&lt;br /&gt;
Outline: Once in the colony Sarah follows a single comms set up by Kid to find Bosch. However along the way she finds a new ally a Dimension Knight who informs her that she has the &#039;gift&#039;. She and the Knight face off against an unknown alien threat that was at least partially responsible for bringing the colony to ruin. And at the same time meet back up with her crewmates. Bosch instantly hates the Dimension Knight. &lt;br /&gt;
&lt;br /&gt;
== All for something ==&lt;br /&gt;
&lt;br /&gt;
Outline: Once together the team realizes that they must find the source of the devastation to rescue themselves from being stuck on this planet. While on the search Bosch explains to Sarah a part of his life story in an attempt to make her side with him and stay with the crew. However, this contradicts the theme that he and the other crew members had been telling her which was to define your own path. However, at the same time, Bosch has proven to be right about every decision he has made. Sarah proves to herself and everyone else that she can handle herself in a fight and that she does indeed have the &#039;gift&#039; which is what the Dimension Knight was talking about. The Knight wants her to leave with him to train and become a Knight. In the end, she most chooses between staying with Bosch or leaving this new life or a whole new one with the Knight.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7667</id>
		<title>OvexPath</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7667"/>
		<updated>2019-05-13T22:41:51Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the [[Species#Ovex|Ovex]] special Path. To learn more about Ovex and other species you can visit the [[Species]] page. &lt;br /&gt;
&lt;br /&gt;
== Ovex (Sentient Artificial Life Form) Base Class == &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: The Robot Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra &amp;lt;br /&amp;gt;Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Abilit/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: Any (This class negates Class requirements, but not level.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Class Features&amp;lt;/u&amp;gt;: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get &#039;tired&#039; a.k.a Fatigued and Exhausted, however, they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex&#039;s machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.&lt;br /&gt;
&lt;br /&gt;
=== Ovex Modules ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the OVex Hero selects a Module which is similar to a normal Character selecting a Character Path. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.&lt;br /&gt;
&lt;br /&gt;
; - Fighter Module (Counts as either the Path of Strength or Path of Dexterity when considering requirements for [[Advance Classes]])&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength or Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique. &lt;br /&gt;
* Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.&lt;br /&gt;
* Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However, this action takes the full round and can only be done once per combat.&lt;br /&gt;
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]].&lt;br /&gt;
&lt;br /&gt;
; - Leadership Module (Counts as either the Path of Charisma or Path of Wisdom when considering requirements for [[Advance Classes]])&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma or Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Assistance Sub-routine: Once per combat or per 20-minute time frame the Ovex can assist another player with bonuses. In combat, the assist is a Free action while in normal play they gain Advantage.&lt;br /&gt;
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of affected allies. Any ally characters within earshot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.&lt;br /&gt;
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.&lt;br /&gt;
* Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. &lt;br /&gt;
&lt;br /&gt;
; - Specialist Module (Counts as either the Path of Intelligence when considering requirements for [[Advance Classes]])&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.&lt;br /&gt;
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. &lt;br /&gt;
* Skill Enhancement Upgrade: Pick one skill from the &#039;Class Skills&#039; under Specialist Module to add a +1 Misc Mod to.&lt;br /&gt;
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
; - Assistance Module (Counts as either the Path of Wisdom when considering requirements for [[Advance Classes]])&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;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.&lt;br /&gt;
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. The target must be within walking distance and the Character has the choice to ignore this ability. The Ovex can perform a Treat Injury check while in combat as a Simple action.&lt;br /&gt;
* Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d8 + 1Ad (Advantage Die) per turn for 1d4 turns. This sub-routine can only be activated once per day.&lt;br /&gt;
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7666</id>
		<title>OvexPath</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7666"/>
		<updated>2019-05-13T22:41:24Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Ovex Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the Core Class for the [[Species#Ovex|Ovex]]. To learn more about Ovex and other species you can visit the [[Species]] page. &lt;br /&gt;
&lt;br /&gt;
== Ovex (Sentient Artificial Life Form) Base Class == &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: The Robot Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra &amp;lt;br /&amp;gt;Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Abilit/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: Any (This class negates Class requirements, but not level.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Class Features&amp;lt;/u&amp;gt;: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get &#039;tired&#039; a.k.a Fatigued and Exhausted, however, they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex&#039;s machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.&lt;br /&gt;
&lt;br /&gt;
=== Ovex Modules ===&lt;br /&gt;
: At 1st, 6th, 12th, and 18th level, the OVex Hero selects a Module which is similar to a normal Character selecting a Character Path. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.&lt;br /&gt;
&lt;br /&gt;
; - Fighter Module (Counts as either the Path of Strength or Path of Dexterity when considering requirements for [[Advance Classes]])&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength or Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique. &lt;br /&gt;
* Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.&lt;br /&gt;
* Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However, this action takes the full round and can only be done once per combat.&lt;br /&gt;
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]].&lt;br /&gt;
&lt;br /&gt;
; - Leadership Module (Counts as either the Path of Charisma or Path of Wisdom when considering requirements for [[Advance Classes]])&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma or Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Assistance Sub-routine: Once per combat or per 20-minute time frame the Ovex can assist another player with bonuses. In combat, the assist is a Free action while in normal play they gain Advantage.&lt;br /&gt;
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of affected allies. Any ally characters within earshot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.&lt;br /&gt;
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.&lt;br /&gt;
* Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. &lt;br /&gt;
&lt;br /&gt;
; - Specialist Module (Counts as either the Path of Intelligence when considering requirements for [[Advance Classes]])&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.&lt;br /&gt;
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. &lt;br /&gt;
* Skill Enhancement Upgrade: Pick one skill from the &#039;Class Skills&#039; under Specialist Module to add a +1 Misc Mod to.&lt;br /&gt;
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
; - Assistance Module (Counts as either the Path of Wisdom when considering requirements for [[Advance Classes]])&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;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.&lt;br /&gt;
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. The target must be within walking distance and the Character has the choice to ignore this ability. The Ovex can perform a Treat Injury check while in combat as a Simple action.&lt;br /&gt;
* Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d8 + 1Ad (Advantage Die) per turn for 1d4 turns. This sub-routine can only be activated once per day.&lt;br /&gt;
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7665</id>
		<title>OvexPath</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7665"/>
		<updated>2019-05-13T22:38:03Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Ovex (Sentient Artificial Life Form) Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the Core Class for the [[Species#Ovex|Ovex]]. To learn more about Ovex and other species you can visit the [[Species]] page. &lt;br /&gt;
&lt;br /&gt;
== Ovex (Sentient Artificial Life Form) Base Class == &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: The Robot Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra &amp;lt;br /&amp;gt;Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Abilit/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: Any (This class negates Class requirements, but not level.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Class Features&amp;lt;/u&amp;gt;: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get &#039;tired&#039; a.k.a Fatigued and Exhausted, however, they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex&#039;s machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.&lt;br /&gt;
&lt;br /&gt;
=== Ovex Modules ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Robot hero selects a Module that there Core Class is based off of. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.&lt;br /&gt;
&lt;br /&gt;
; - Fighter Module &lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength or Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique. &lt;br /&gt;
* Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.&lt;br /&gt;
* Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However this action takes the full round and can only be done once per combat.&lt;br /&gt;
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]].&lt;br /&gt;
&lt;br /&gt;
; - Leadership Module&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma or Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Assistance Sub-routine: Once per combat or per 20 minute time frame the Ovex can assist another player with bonuses. In combat the assist is a Free action while in normal play they gain Advantage.&lt;br /&gt;
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of effected allies. Any ally characters within ear shot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.&lt;br /&gt;
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.&lt;br /&gt;
* Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. &lt;br /&gt;
&lt;br /&gt;
; - Specialist Module&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.&lt;br /&gt;
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. &lt;br /&gt;
* Skill Enhancement Upgrade: Pick one skill from the &#039;Class Skills&#039; under Specialist Module to add a +1 Misc Mod to.&lt;br /&gt;
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
; - Assistance Module&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;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.&lt;br /&gt;
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. They person most be within walking distance and the Character has the choice to ignore this ability. The Ovex can preform a Treat Injury check while in combat as a Simple action.&lt;br /&gt;
* Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d8 + 1Ad (Advantage Die) per turn for 1d4 turns. This sub-routine can only be activated once per day.&lt;br /&gt;
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7664</id>
		<title>OvexPath</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7664"/>
		<updated>2019-05-13T22:37:44Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Ovex (Sentient Artificial Life Form) Base Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the Core Class for the [[Species#Ovex|Ovex]]. To learn more about Ovex and other species you can visit the [[Species]] page. &lt;br /&gt;
&lt;br /&gt;
== Ovex (Sentient Artificial Life Form) Base Class == &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: The Robot Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra &amp;lt;br /&amp;gt;Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Abilit/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: Any (This class negates Class requirements, but not level.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Class Features&amp;lt;/u&amp;gt;: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get &#039;tired&#039; a.k.a Fatigued and Exhausted, however, they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex&#039;s machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.&lt;br /&gt;
&lt;br /&gt;
=== Ovex Modules ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Robot hero selects a Module that there Core Class is based off of. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.&lt;br /&gt;
&lt;br /&gt;
; - Fighter Module &lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength or Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique. &lt;br /&gt;
* Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.&lt;br /&gt;
* Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However this action takes the full round and can only be done once per combat.&lt;br /&gt;
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]].&lt;br /&gt;
&lt;br /&gt;
; - Leadership Module&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma or Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Assistance Sub-routine: Once per combat or per 20 minute time frame the Ovex can assist another player with bonuses. In combat the assist is a Free action while in normal play they gain Advantage.&lt;br /&gt;
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of effected allies. Any ally characters within ear shot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.&lt;br /&gt;
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.&lt;br /&gt;
* Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. &lt;br /&gt;
&lt;br /&gt;
; - Specialist Module&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.&lt;br /&gt;
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. &lt;br /&gt;
* Skill Enhancement Upgrade: Pick one skill from the &#039;Class Skills&#039; under Specialist Module to add a +1 Misc Mod to.&lt;br /&gt;
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
; - Assistance Module&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;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.&lt;br /&gt;
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. They person most be within walking distance and the Character has the choice to ignore this ability. The Ovex can preform a Treat Injury check while in combat as a Simple action.&lt;br /&gt;
* Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d8 + 1Ad (Advantage Die) per turn for 1d4 turns. This sub-routine can only be activated once per day.&lt;br /&gt;
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7663</id>
		<title>OvexPath</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=OvexPath&amp;diff=7663"/>
		<updated>2019-05-13T22:36:21Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the Core Class for the [[Species#Ovex|Ovex]]. To learn more about Ovex and other species you can visit the [[Species]] page. &lt;br /&gt;
&lt;br /&gt;
== Ovex (Sentient Artificial Life Form) Base Class == &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: The Robot Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Ability &amp;lt;br /&amp;gt;Score&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Abilit/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Robot hero’s class skills (and the key ability for each skill) are dependent on which Module is picking. However they all get Computer Use(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: Module Dependent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: Any (This class negates Class requirements, but not level.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt; Class Features&amp;lt;/u&amp;gt;: Besides special ability provides by each module the Ovex are immune to Psionic Mind effecting abilities, immune to starvation, they can get &#039;tired&#039; a.k.a Fatigued and Exhausted, however they simply need to recharge which takes 4 hours instead of 8. They are also do not need air and although they can survive in a vacuum they could not survive the extremes of space for very long as the high radiation and temperature swings would wear the Ovex&#039;s machine internals down over time. However under the right conditions they could probably spend months in space before malfunctioning.&lt;br /&gt;
&lt;br /&gt;
=== Ovex Modules ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Robot hero selects a Module that there Core Class is based off of. Each module have a set order that must be followed and the Player cannot pick Talents outside of there module.&lt;br /&gt;
&lt;br /&gt;
; - Fighter Module &lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength or Dexterity&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Athletics(Str), Acrobatics(Dex), Choose One: [Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Push Through: Once per combat the Ovex gets advantage on Overrun Combat Technique. &lt;br /&gt;
* Active Resistance: The Character takes a full round action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.&lt;br /&gt;
* Auto Aim Assistance: The Character gains advantage bonus to the accuracy check of a bonus attack. However this action takes the full round and can only be done once per combat.&lt;br /&gt;
* Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat [[Advanced_Combat_Techniques|Advanced Combat Techniques]].&lt;br /&gt;
&lt;br /&gt;
; - Leadership Module&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma or Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hit Die&amp;lt;/u&amp;gt;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Diplomacy(Cha), Bluff(Cha), Sense Motive(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Assistance Sub-routine: Once per combat or per 20 minute time frame the Ovex can assist another player with bonuses. In combat the assist is a Free action while in normal play they gain Advantage.&lt;br /&gt;
* Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of effected allies. Any ally characters within ear shot of the Character have any negative mind effecting conditions removed. A character can only do this 1/4 character level times per day.&lt;br /&gt;
* Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat then pick another Feat that requires Leadership.&lt;br /&gt;
* Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks. &lt;br /&gt;
&lt;br /&gt;
; - Specialist Module&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Craft: [Electronic, Mechanical, Structural], Study(Int), Knowledge [any two], Disable Device(Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Passive Learning: Character gains a +1 Misc Mod to the Study Skill.&lt;br /&gt;
* Auto Repair Sub-routine: When activated the character gains an advantage bonus to repair checks. This can be used 1/4th of the character level times per day. &lt;br /&gt;
* Skill Enhancement Upgrade: Pick one skill from the &#039;Class Skills&#039; under Specialist Module to add a +1 Misc Mod to.&lt;br /&gt;
* Search Engine Upgrade: When activated this talent allows a Character to use any Knowledge skill even if it is locked and has zero points in it. Or it gains an advantage bonus to a Knowledge skill that they do have ranks in. This can be used only once per day.&lt;br /&gt;
&lt;br /&gt;
; - Assistance Module&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;: 1d8 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: Treat Injury(Wis), Perception(Wis), Craft: [Chemical, Pharmaceutical], Survival(Wis), Knowledge [any one].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skill Points at Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier. &lt;br /&gt;
&lt;br /&gt;
* Biology Database Program: This Character can preform Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.&lt;br /&gt;
* Auto Assist Program: When activated the Automatically heal an individual when they receive damage. They person most be within walking distance and the Character has the choice to ignore this ability. The Ovex can preform a Treat Injury check while in combat as a Simple action.&lt;br /&gt;
* Autonomous Recovery Sub-routine: Whenever active the Ovex can regenerate 1d8 + 1Ad (Advantage Die) per turn for 1d4 turns. This sub-routine can only be activated once per day.&lt;br /&gt;
* Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Species&amp;diff=7662</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Species&amp;diff=7662"/>
		<updated>2019-05-13T22:35:43Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Ovex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;  THIS PAGE IS STILL UNDER CONSTRUCTION! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &#039;&#039;&#039; &amp;lt;- Alpha Two Point Five &#039;&#039;&#039;Ready&#039;&#039;&#039;!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 4 main categories for species. &#039;&#039;&#039;Major&#039;&#039;&#039;/&#039;&#039;&#039;Minor&#039;&#039;&#039;/&#039;&#039;&#039;Advanced&#039;&#039;&#039;/&#039;&#039;&#039;Non-Playable&#039;&#039;&#039; Species. This page will focus on Major Species although it will mention others. There are 2 criteria that have to be meet in order to be a Major Species in the Future Path Galaxy.&lt;br /&gt;
&lt;br /&gt;
# The Species has to be well traveled. For the majority of campaign settings, it should not be too odd for this species to be located in the starting area. This doesn&#039;t mean the species is everywhere in the galaxy or even in large numbers but that it shouldn&#039;t be too strange to find them in most corners of the galaxy.&lt;br /&gt;
# The Species either has to have made a major impact on the history of the Galaxy or they have a major role to play in Current Events.&lt;br /&gt;
&lt;br /&gt;
Any species that doesn&#039;t meet both the above criteria are considered Minor Species. Non-Playable Species are deemed so by the creators because of how they fit with the story of Future Path or that they are no overpowered. A GM can override this rule and allow a Player to play a Non-Playable Species.&lt;br /&gt;
&lt;br /&gt;
;Major Species include:&lt;br /&gt;
[[Species#Humans|Humans]], [[Species#Volar|Volar]], [[Species#Graelycxazshngs_.28aka_Graylings.29|Graylings]], [[Species#Lepidonains|Lepidonains]], [[Species#Cryous|Cryous]], [[Species#Ovex|Ovex]], [[Species#Aconians|Aconians]], [[Species#Murids|Murids]]&lt;br /&gt;
&lt;br /&gt;
;Minor Species include:&lt;br /&gt;
[[Sayor]], [[Kurgian]]&lt;br /&gt;
&lt;br /&gt;
; Advanced Species include:&lt;br /&gt;
[[Tygerion]]&lt;br /&gt;
&lt;br /&gt;
;Non-Playable Species include:&lt;br /&gt;
[[Species#Jove|Jove]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
* The &#039;Main Home Worlds&#039; Character Trait shows the homeworlds and are ordered by there importance to the species. The first one is almost certainly their place of birth.&lt;br /&gt;
&lt;br /&gt;
* The &#039;Tech Level&#039; Character Trait is what sets the &#039;Tech Level&#039; for the Character. To learn more about a Characters &#039;Tech Level&#039; go [[Tech|here]]. To learn more about what the Tech Level means and how it applies to Civilization Process go [[Tech_Level_and_Civ_Progress|here]].&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Humans have scattered after the first contact with aliens. Their homeworld Earth was torn apart by its inhabitants. Most of it a nuclear wasteland full of desperate survivors struggling to live off the monstrous landscape. Some dare to dream of the old world and try to bring back some of Humanities former glory. Others choose to hurdle themselves out into The Great Ring as refugees. They dared instead to hope. Hope that the Galaxy will be merciful and that the bounty of space would bring them wealth and prosperity. Many quickly learned that if you wish to survive, you must band together and be willing to take on the harsh reality of life in space.&lt;br /&gt;
&lt;br /&gt;
Many other species see humans more stupid than clever. However, they can be incredibly useful and seen to have great potential if they could just get around some of those annoying human flaws. Greed and arrogance being high on the list. Most species see humans as more of a nuisance than anything else. Humans are willing to work hard and have a remarkable ability to adapt if given time.&lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about Humans in The Great Ring Galaxy go to the [[Humans|Humans]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Humans are bipedal with two arms, two eyes. and hair on their heads. The hair, skin, and eyes can vary in color. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Mammal, bipedal&lt;br /&gt;
* Average Height Male: 5&#039; 10&#039;&#039; (177 cm)&lt;br /&gt;
* Average Height Female: 5&#039; 5&#039;&#039; (163 - 164 cm)&lt;br /&gt;
* Average Life Span: 80 - 85 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Earth, Mars, Proxima b, Venus&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Bonus Feat (Misc only) at level 1&lt;br /&gt;
# Bonus Skill point at level 1 (Cannot be a Knowledge Skill)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relations&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Humans lack formal relations with other species. They are scattered amongst the stars and have no single government that represents them. A coalition of Corpocracies that rule over most humans back on Earth and Mars are the closest things to a government humans have. Therefore most humans that find themselves in the greater galaxy have no formal government to represent them. Most other Species treat humans on a case by case bases and normally find them to be a nuisance.&lt;br /&gt;
&lt;br /&gt;
== Volar ==&lt;br /&gt;
&lt;br /&gt;
Volar is short for Victarians however most species including the Victarians simply call themselves Volar. The word Volar in their language stands for Mother, and that is what the Volar called their homeworld Volar. This shows there deep connection and respect to the beautiful and massive Volar planet. Volar are often found traveling in groups and a stray Volar is almost never considered a stranger to another Volar. They don&#039;t stay in one place for too long as all Volar prefer to travel back too there homeworld as often as possible. Volar that are born outside of the home planet can be outcasts within their own society. A Volar can usually tell when another wasn&#039;t born in &#039;The Mothers Womb&#039;. A Volar that finds themselves in this situation may attempt to spend as much time with &#039;Mother Planet&#039; in order to cover up this embarrassing truth. This strong feeling of contempt against &#039;unbirths&#039; is an odd contrast to the otherwise accepting and loving nature of Volars to not only to each other but to all life.  &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Volar go to the [[Volar|Volar]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: A Volar has no hair although some can have a leafy like substitute on there head and shoulders. All have a bud on their head that is normally small and hidden but can bloom on command (see Nauseous Bloom Bonus Traits), this also flowers whenever a Volar is looking to reproduce. Their skin color can vary from a range of light colors. Such as Light (Green/Blue/Yellow/Red/Orange). A Volar usually has dark spots and sometimes patterns where their primary color is of a different shade. These spots increase over time as they age. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Plant, bipedal&lt;br /&gt;
* Average Height Asexual: 4&#039; 8&#039;&#039; (~146 - 167 cm)&lt;br /&gt;
* Average Life Span: 90 - 100 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Volar, Victar, Excentus Prime, Excentus Beta  &lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Loses one point on Dexterity, Gains one point on Wisdom&lt;br /&gt;
# &#039;&#039;&#039;Common Bond&#039;&#039;&#039;: Volar can communicate uses pheromones in an almost &#039;psychic&#039; link to other Volar within roughly 120ft even if they are not in view. They can only share feelings and flashes of thoughts. However, this means that if more then one Volar are close to each other and are allies they gain an advantage bonus against Mind Effecting conditions/techniques.&lt;br /&gt;
# &#039;&#039;&#039;Nauseous Blooms&#039;&#039;&#039;: Once per day a Volar can expel nauseous gases as self-defense. They can target a person within 30 feet or produce a 15-foot radius cloud of gas around themselves. The ranged attack is considered a ranged touch attack and the cloud lasts for 1d4 + 1/4th Character level round downturns. Anyone that breaths the air or get hit by the attack have to take a Constitution Saving throw of a DC12 + Conn Mod + 1/4th Character level round down. If they fail the throw, they become [[Conditions#Nauseated|Nauseated]] for 1d4 + 1/4th Character level round downturns. They have to re-roll for every turn they are within the radius.&lt;br /&gt;
# &#039;&#039;&#039;Rapid Re-Growth&#039;&#039;&#039;: As long as the Volar is in well lighted and healthy conditions for a plant and taking a full day to rest the Volar can rapidly heal. Restoring 100% of health in just 2 days and they gain an advantage to recover from sickness, poisons, and diseases every day they are resting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Volar have only been on the galactic stage for a few thousand years. But in that time they have made a reputation for being excellent students of alien biology and has shaken up the terraforming galactic business. One the Greylings had until recently a strong standing with. Volar scientists and engineers are paid well to observe and advice a terraforming project. This in part has propelled Volar as a galactic species of some importance. Most Major and Minor species look to expand by taking once dead or uninhabitable worlds and make them more suitable for themselves. Although most Volar consider it taboo to try to alter an already &#039;living&#039; planet to benefit a foreign species instead opting to adapt to that environment by genetics.&lt;br /&gt;
&lt;br /&gt;
== Graelycxazshngs (aka Graylings) ==&lt;br /&gt;
&lt;br /&gt;
Due to their strange name and the race’s staunch insistence upon the proper pronunciation of it, most other beings have taken to referring to Graelycxazshngs as Graylings because of its similar sound, being easier on the tongue, and its reference to the greyish color of Grayling skin.  Many Graylings are aloof or distrustful of others outside their race because of the negative stigma attributed to their kind. Graylings are still extremely curious and inquisitive actively pursuing knowledge and discovery. They are abnormally efficient at using there minds and value intelligence and logic over brute strength or speed.  &lt;br /&gt;
&lt;br /&gt;
Whether out of a desire to redeem their race’s reputation in the eyes of others or to indeed contribute to preserving and expanding knowledge Graylings put a massive emphasize on education and the sciences.  Physically, graylings are approximately three feet tall with a large head and prominent black eyes.  While extremely intelligent and skilled in the fields of science and engineering, graylings are physically weaker in comparison to most other races resulting in their bodies being more susceptible to trauma.  Their home planet is very arid and dry, with gravity closer to Mars for comparison. It circles a Red Dwarf and due to a larger and thicker atmosphere gets more diffused sunlight. This means most graylings try to avoid overexposure to humidity and liquids and light radiation as it is said to have disastrous effects on their skin. They also commonly wear supportive gear to deal with gravity being higher on most other planets.&lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Graelycxazshngs go to the [[Graylings|Graylings]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Graylings are named such for there gray skin. They have short of stature and have large dark eyes. However, most graylings love to tattoo their skin and even incorporate dyes to adjust the pigment of the skin to create colorful patterns. A common practice by most Graylings long before they could travel the stars. Likely due to the easy way their skin pigment can be influenced. It is common to see almost naked Grayling with an ornate design covering the majority of there exposed skin. They lack hair and their skin often appears to shine like it was wet as their homeworld is extremely humid and a Graylings natural habitat is swap lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Mammal, bipedal&lt;br /&gt;
* Average Height Male and Female: 3&#039; 2&#039;&#039; (~91 cm)&lt;br /&gt;
* Average Life Span: 180 - 210 years&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Main Home Worlds: Cxazshngs, Curvilinea Prime, Eugen&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# At level two a Grayling gains Level 1 Psionic powers for free.&lt;br /&gt;
# Lose two in Strength, gain two in Intelligence.&lt;br /&gt;
# Lose one in Dexterity, choose between Intelligence, Wisdom, Charisma to add an ability point.&lt;br /&gt;
# Choose any one Knowledge skill and add a +1 Misc bonus too it.&lt;br /&gt;
# Choose any Crafting Skill to be a Class Skill of your base class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: A truly Tech 3 civilization that in some ways is on the brink of Tech 4 is, of course, noted for there technology. Different civilizations pay enormous amounts of money to be able to buy Greying tech. They still stand as the most successful Planet Engineers forming planets many people find to difficult to adjust. They produce the finest weapons and warships except for perhaps the Jove and have the worlds largest Cloning and Mind transportation network. The Grayling Empire stopped it&#039;s expanse early in comparison to many other species attempts at Empire and thus is small like there statue. However, because of this relationship with other nations is all around the best. Nobody wants to piss off a Grayling and everybody wants to buy what Graylings have to offer.&lt;br /&gt;
&lt;br /&gt;
== Lepidonains ==&lt;br /&gt;
&lt;br /&gt;
A mischievous species. The Lepidonains have long held believes that they have the key to utopian society and it is their job to bring peace, stability, and civilization to the obviously weaker species. This pompous and ignorant attitude toward others isn&#039;t common among species of the Ring of Life, but usually, if it exists at all, it goes away as the young space fairing civilization begins to interact with others. However, for the Lepidonains, this is not the case. Perhaps it is the more hermit-like way of shutting themselves out from the rest of the galaxy that has to lead to the unnaturally long-held beliefs. Either case in recent years this attitude from their government at least appears to have changed.&lt;br /&gt;
&lt;br /&gt;
One of Lepidonains first great conflicts with a genuinely equal species was with the Cryous. This war broke both nations. However, over time Lepidonains have rebuilt. Now they are looking at expansion but with more peaceful means. Or so it appears. They have become more friendly with trade and with the rest of the major Galactic Civilizations. However, Lepidonains have a conniving side, and many people in the past have been burned by the deals they make with Lepidonains. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Lepidonains are reptilian and come from Lepidon Prime which is a mostly desert planet. They are accustomed to the heat and a large sun making long hot days. They have small horns protruding from there scale skin especially where there are joints. Their skin is a mix of different dark grey and green colors. Their necks are broad and from behind looks like all one part of the back, neck, and head. Most have a stubby tail. Some from other planets have pale scales and are shorter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reptilian, bipedal&lt;br /&gt;
* Average Height Male: 6&#039; 2&#039;&#039; (~189 cm), Female: 4&#039; 6&#039;&#039; (~137 cm)&lt;br /&gt;
* Average Life Span: 110 - 130 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Lepidon Prime, Lepidon Beta, Lepidon Gamma, Abrah Alpha&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Toughness against Thermal (Heat damage)&lt;br /&gt;
# Weakness against Thermal (Cold damage)&lt;br /&gt;
# Lose one in Dexterity, choose between Strength, Constitution or Intelligence to add an ability point.&lt;br /&gt;
# &#039;&#039;&#039;Claws&#039;&#039;&#039;: The reptilian claw-like hands can be used for a dual claw melee attack. At level one they are dual attacks at 1d4 with a critical of x2. At level 5 they go up to 1d6. At level 10 they go up to 1d8 and have a crit range of 19-20. At level 15 they go up to 1d10. At level 20 they go up to 1d12, and critical is now x3. They are considered Natural weapons which are always considered to be a Light weapon when dealing with Extra Damage/Bonus Attacks. &lt;br /&gt;
# They gain a +1 Misc bonus to Bluff skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lepidonains view themselves as a rising star in the void of the galaxy. The only thing hindering there rise are the Cryous. Thus Lepidonains have had a long-standing grudge against there rival. Humans are also on the board of Lepidonain space and Lepidonains see them as an opportunity to spread their way of life. They are private people who often exhibit xenophobic tendencies although most of that is motivated from a sense of self-superiority and a belief that since they believe they have the right to rule the galaxy so must all other sentient species.&lt;br /&gt;
&lt;br /&gt;
== Cryous ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species the Cryous are part of a once-thriving empire. They were challenged by the Lepidonains. The war left both worse for wear. Most people think what kept the Cryous from total defeat was their tenacity to survive under all sorts of unspeakable conditions. If the surface was in trouble, then go under water. The Cryous were not just good at escaping death they were also good at delivering it. The Cryous have a 6th sense for the electromagnetic spectrum and can even use their body to create an electromagnetic shock wave. Which is something their species evolved to do eons ago. They used this to there advantage in combat and are known for creating the [[Advance_Classes#Electro-Mancer|Electro-Mancer]] suit.  &lt;br /&gt;
&lt;br /&gt;
Cryous now no longer hold an empire and only rule for a dozen solar systems. Their enemy Lepidonains have done much better to recover from there great conflict. Ever fearful that after so many years the Lepidonains will come back to finish them off the Cryous government has become more cautious, territorial and even aggressive. Hoping not to show signs of weakness. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Cryous are Amphibian and are apods. In the place of feet, they walk using their bodies in a Serpentine or with a Rectilinear motion. The Cryous are different shades of blue. However, the most common is pale blue. The darker blue skin appears on Cryous that spend a lot of time in extreme depths of oceans or other high-pressure environments. This is sometimes a good indication of where they were born. Cryous also have 4 arms. Although their lower pair of arms are much smaller and weaker and are used for simple tasks. They also have gills which are located on the sides of their necks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Amphibian, Apod (Serpentine or Rectilinear Motion)&lt;br /&gt;
* Average Height Male: 2&#039; 10&#039;&#039; (~88 cm), Female: 5&#039; 6&#039;&#039; (~168 cm)&lt;br /&gt;
* Average Life Span: 140 - 150 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Cryous Prime, Cryous Beta. &lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tough Skinned&#039;&#039;&#039;: Natural DR of 3 against Electric attacks.&lt;br /&gt;
# Loose 1 in Charisma, choose between Intelligence, Wisdom, or Constitution to add an ability point.&lt;br /&gt;
# Speed is -5 ft. &lt;br /&gt;
# Swim and Climb speed is the same movement speed.&lt;br /&gt;
# Can breathe underwater.&lt;br /&gt;
# Immune to the Trip Combat Technique.&lt;br /&gt;
# If grappled a Cryous gains advantage to reverse the grapple.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ovex ==&lt;br /&gt;
The Ovex or Ov as some groups call them are Sentient Artificial Life Forms. A.I is illegal across the galaxy except for the Jove. Ovex is part of the reason. Ovex can vary greatly in size and by default look similar to the humanoid bipedal who originally built them. They can be built to shape other species and even where special out layer &#039;skin&#039; that makes the appearance of flesh. &lt;br /&gt;
&lt;br /&gt;
Ovex are known and feared across the galaxy. Because of this most Ovex that travel about wear a flesh-like outer layer and disguise themselves as a common sentient species. Ovex can instantly become aware of another Ovex nearby so they cannot hide from themselves. As part of &#039;Maturity&#039; Ovex temporarily leave there home at least once to learn not just for themselves but also for the collective called The Nexus. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about Ovex in The Great Ring Galaxy go to the [[Ovex]] page. They require there own [[Character_Path|Path]]. The player &#039;&#039;&#039;cannot&#039;&#039;&#039; pick a standard [[Character Path]] instead pick from [[RoboticBaseClass|Ovex Path]]. The Ovex can still have [[Advance Classes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: By default, an Ovex is constructed with a body shape similar to there creators the Qelzuk. The Qelzuk looked similar to many bipedal, two-handed peoples. The Ovex outer layer is made of alloys and special plastics that provide a sharp and reflective surface of different shades of grey. In most cases, an Ovex that chooses to expose themselves to the goings on of the Ring are likely to disguise themselves with the appearance of a different species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Robotic, bipedal&lt;br /&gt;
* Average Height: N/A&lt;br /&gt;
* Average Life Space: Infinite (in theory)&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Unknown&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Immune to poisons and mind-altering effects.&lt;br /&gt;
# Gets the Computer Use(Int) skill automatically.&lt;br /&gt;
# Is required to use its special [[RoboticBaseClass|Ovex Path]] instead of the main 6 Character Paths.&lt;br /&gt;
# &#039;&#039;&#039;The Nexus&#039;&#039;&#039;: Ovex are considered semi-immortal. They can be instantly rebooted back at the Nexus. See rules about death [[Health_and_Injury#Death|here]]. However, if the character is against the Nexus or does something that the collective does not agree with they lose this feature. They can choose to come back looking like whatever they wish. However, they do not remember the last 72 hours before death, and they get rebooted inside of the Nexus not directly into another robotic body. So getting a new body and coming back to the party will take time. They also &#039;roll-back&#039; a level and only have a minimal amount of XP for that level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aconians ==&lt;br /&gt;
&lt;br /&gt;
The average Aconian are short but bulky individuals who live for much longer then most mammals do. Their age gives them a unique view of history and the changing of the times. Most any Aconian will love to talk about history and current events and politics, or just about anything if they can find someone willing to listen. Many Aconian&#039;s, especially the older ones, come off as arrogant. However, they are usually slow to anger and willing to listen to other species if they have something interesting to say that is. &lt;br /&gt;
&lt;br /&gt;
The Aconians are one of the oldest existing species. They have a long and deep history that stretches back before the First Encounter with the Jove. They are the only species to be still considered a major force on the Ring that was space fairing during the time of the Twin Empires. They have gone through 3 significant Dynasties where their power rose and feel only to rise again. However recently their government gave up its Empire to form a Republic. This in many ways has changed the power balance of the region of space. Its empire at its height ruled almost 12% of the Ring. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Aconians go to the [[Aconians|Aconians]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Shorter then most races except for the Murids the Aconians make it up for that in girth. They have long flowing hair that comes in all sorts of dark colors depending on where they were from. The older they are, the less color in there beards and hair. Their eyes are almost always a bright color even all-out white in appearance. Their planet has two stars, 3 moons, and the visual spectrum is very bright so it is harder for them to see in low light as their eyes are designed to reflect as much as it takes in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Bipedal&lt;br /&gt;
* Average Height: 4ft 5inch&lt;br /&gt;
* Average Life Span: 600 years (Natural un-augmented life span: 240 years)&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Aconia&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Gain one +1 Misc bonus to any Knowledge skill of your choosing.&lt;br /&gt;
# Choose between: Loosing 1 Strength Score or 1 Dexterity Score.&lt;br /&gt;
# Gain +1 to Constitution score.&lt;br /&gt;
# &#039;&#039;&#039;Many worlds&#039;&#039;&#039;: Aconians come from a rich history and a massive empire. Pick a dozen Aconians out of a crowd, and likely they are from different types of worlds, and each learned from the environment. You gain the [[Planetary Adaption]] feat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Murids ==&lt;br /&gt;
&lt;br /&gt;
Humans call them &#039;Ratfolk&#039; or &#039;Mice-people.&#039; These furry little people are hardy and curious. They move quickly and out of the sight of most people. Their people were conquered long during the 3rd rise of the Aronian empire. However, over time they become invaluable members of the Third Dynasty, and once the Empire eventually became a Republic, the Murids became respected and powerful species within its ruling class. However, this only happened a few hundred years ago, and before that time little people outside of the Aconian Empire know of them. Therefore they are in many ways the new neighbor in town. Fiercely loyal to the Aconian Republic and ready to prove to anyone they are people you should not step on. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Aconians go to the [[Murids|Murids]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Shortern then most other space fairing species the Murids are also one of the few to be covered in fur. Their eyes are smaller in proportion to there heads than most other species as well and they also enjoy walking on all fours as much as two. All this makes them a most unusual peoples. They have long noses and large ears that can twitch around to seek noise. Humans see them as large mice but Murids faces are flatter and they have more humanoid hands. Their fur is also shorter for there size and can easily be dyed which is a common thing among a younger generation of Murids. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Bipedal, or (optional Quadrupeds)&lt;br /&gt;
* Average Height: 3ft 4inch&lt;br /&gt;
* Average Life Span: 60 years&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Main Home Worlds: Muridae&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Strength Score minus 2&lt;br /&gt;
# Constitution Score minus 1&lt;br /&gt;
# Gains Natural AC bonus of +1 because of Size&lt;br /&gt;
# Choose: &#039;&#039;&#039;Natural Builders&#039;&#039;&#039; or &#039;&#039;&#039;Curious People&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Natural Builders&#039;&#039;&#039;: Murids are known for there natural building skills. You gain the [[Builder]] feat.&lt;br /&gt;
## &#039;&#039;&#039;Curious People&#039;&#039;&#039;: Murids are often found learning more about the world around them. Gain the [[Studious]] feat.&lt;br /&gt;
# &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039;: This ability allows them to communicate with each other using a high pitch voice that is hard to discern except by there own race. This allows them to communicate clearly in normally difficult and noisy situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minor Species Species ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Sayor&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Sayor is a minor species in the Federation of Planets. A young government along the board between Lepidonain and Cryous space. For a complete history and narrative about the Sayor go to the [[Sayor|Sayor]] page.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Kurgian&#039;&#039;&#039;&amp;lt;/u&amp;gt;: The Kurigian is another species in the Federation of Planets. However, they are one of the more important species that hold more influence and power in the Federation and there planet serves as the Capital of the Federation. For a complete history and narrative about the Kurgian go to the [[Kurgian]] page.&lt;br /&gt;
&lt;br /&gt;
== Advanced Species ==&lt;br /&gt;
&lt;br /&gt;
Ask your GM before picking any of the following Species.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Tygerion&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A living and thinking planet.&lt;br /&gt;
&lt;br /&gt;
== Non-Playable Species ==&lt;br /&gt;
&lt;br /&gt;
This is a list of other species who roam or once roamed The Great Ring of life. These species are typically not playable. However, with GM&#039;s exception can be played. There exact rules for playing them are not laid out however and the Player and GM most agree on any possible bonuses each Species gets.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Jove&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: For a complete history and narrative about the Jove go to the [[Jove|Jove]] page.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Species&amp;diff=7661</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Species&amp;diff=7661"/>
		<updated>2019-05-13T22:33:56Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Ovex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;  THIS PAGE IS STILL UNDER CONSTRUCTION! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &#039;&#039;&#039; &amp;lt;- Alpha Two Point Five &#039;&#039;&#039;Ready&#039;&#039;&#039;!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 4 main categories for species. &#039;&#039;&#039;Major&#039;&#039;&#039;/&#039;&#039;&#039;Minor&#039;&#039;&#039;/&#039;&#039;&#039;Advanced&#039;&#039;&#039;/&#039;&#039;&#039;Non-Playable&#039;&#039;&#039; Species. This page will focus on Major Species although it will mention others. There are 2 criteria that have to be meet in order to be a Major Species in the Future Path Galaxy.&lt;br /&gt;
&lt;br /&gt;
# The Species has to be well traveled. For the majority of campaign settings, it should not be too odd for this species to be located in the starting area. This doesn&#039;t mean the species is everywhere in the galaxy or even in large numbers but that it shouldn&#039;t be too strange to find them in most corners of the galaxy.&lt;br /&gt;
# The Species either has to have made a major impact on the history of the Galaxy or they have a major role to play in Current Events.&lt;br /&gt;
&lt;br /&gt;
Any species that doesn&#039;t meet both the above criteria are considered Minor Species. Non-Playable Species are deemed so by the creators because of how they fit with the story of Future Path or that they are no overpowered. A GM can override this rule and allow a Player to play a Non-Playable Species.&lt;br /&gt;
&lt;br /&gt;
;Major Species include:&lt;br /&gt;
[[Species#Humans|Humans]], [[Species#Volar|Volar]], [[Species#Graelycxazshngs_.28aka_Graylings.29|Graylings]], [[Species#Lepidonains|Lepidonains]], [[Species#Cryous|Cryous]], [[Species#Ovex|Ovex]], [[Species#Aconians|Aconians]], [[Species#Murids|Murids]]&lt;br /&gt;
&lt;br /&gt;
;Minor Species include:&lt;br /&gt;
[[Sayor]], [[Kurgian]]&lt;br /&gt;
&lt;br /&gt;
; Advanced Species include:&lt;br /&gt;
[[Tygerion]]&lt;br /&gt;
&lt;br /&gt;
;Non-Playable Species include:&lt;br /&gt;
[[Species#Jove|Jove]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
* The &#039;Main Home Worlds&#039; Character Trait shows the homeworlds and are ordered by there importance to the species. The first one is almost certainly their place of birth.&lt;br /&gt;
&lt;br /&gt;
* The &#039;Tech Level&#039; Character Trait is what sets the &#039;Tech Level&#039; for the Character. To learn more about a Characters &#039;Tech Level&#039; go [[Tech|here]]. To learn more about what the Tech Level means and how it applies to Civilization Process go [[Tech_Level_and_Civ_Progress|here]].&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Humans have scattered after the first contact with aliens. Their homeworld Earth was torn apart by its inhabitants. Most of it a nuclear wasteland full of desperate survivors struggling to live off the monstrous landscape. Some dare to dream of the old world and try to bring back some of Humanities former glory. Others choose to hurdle themselves out into The Great Ring as refugees. They dared instead to hope. Hope that the Galaxy will be merciful and that the bounty of space would bring them wealth and prosperity. Many quickly learned that if you wish to survive, you must band together and be willing to take on the harsh reality of life in space.&lt;br /&gt;
&lt;br /&gt;
Many other species see humans more stupid than clever. However, they can be incredibly useful and seen to have great potential if they could just get around some of those annoying human flaws. Greed and arrogance being high on the list. Most species see humans as more of a nuisance than anything else. Humans are willing to work hard and have a remarkable ability to adapt if given time.&lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about Humans in The Great Ring Galaxy go to the [[Humans|Humans]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Humans are bipedal with two arms, two eyes. and hair on their heads. The hair, skin, and eyes can vary in color. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Mammal, bipedal&lt;br /&gt;
* Average Height Male: 5&#039; 10&#039;&#039; (177 cm)&lt;br /&gt;
* Average Height Female: 5&#039; 5&#039;&#039; (163 - 164 cm)&lt;br /&gt;
* Average Life Span: 80 - 85 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Earth, Mars, Proxima b, Venus&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Bonus Feat (Misc only) at level 1&lt;br /&gt;
# Bonus Skill point at level 1 (Cannot be a Knowledge Skill)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relations&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Humans lack formal relations with other species. They are scattered amongst the stars and have no single government that represents them. A coalition of Corpocracies that rule over most humans back on Earth and Mars are the closest things to a government humans have. Therefore most humans that find themselves in the greater galaxy have no formal government to represent them. Most other Species treat humans on a case by case bases and normally find them to be a nuisance.&lt;br /&gt;
&lt;br /&gt;
== Volar ==&lt;br /&gt;
&lt;br /&gt;
Volar is short for Victarians however most species including the Victarians simply call themselves Volar. The word Volar in their language stands for Mother, and that is what the Volar called their homeworld Volar. This shows there deep connection and respect to the beautiful and massive Volar planet. Volar are often found traveling in groups and a stray Volar is almost never considered a stranger to another Volar. They don&#039;t stay in one place for too long as all Volar prefer to travel back too there homeworld as often as possible. Volar that are born outside of the home planet can be outcasts within their own society. A Volar can usually tell when another wasn&#039;t born in &#039;The Mothers Womb&#039;. A Volar that finds themselves in this situation may attempt to spend as much time with &#039;Mother Planet&#039; in order to cover up this embarrassing truth. This strong feeling of contempt against &#039;unbirths&#039; is an odd contrast to the otherwise accepting and loving nature of Volars to not only to each other but to all life.  &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Volar go to the [[Volar|Volar]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: A Volar has no hair although some can have a leafy like substitute on there head and shoulders. All have a bud on their head that is normally small and hidden but can bloom on command (see Nauseous Bloom Bonus Traits), this also flowers whenever a Volar is looking to reproduce. Their skin color can vary from a range of light colors. Such as Light (Green/Blue/Yellow/Red/Orange). A Volar usually has dark spots and sometimes patterns where their primary color is of a different shade. These spots increase over time as they age. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Plant, bipedal&lt;br /&gt;
* Average Height Asexual: 4&#039; 8&#039;&#039; (~146 - 167 cm)&lt;br /&gt;
* Average Life Span: 90 - 100 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Volar, Victar, Excentus Prime, Excentus Beta  &lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Loses one point on Dexterity, Gains one point on Wisdom&lt;br /&gt;
# &#039;&#039;&#039;Common Bond&#039;&#039;&#039;: Volar can communicate uses pheromones in an almost &#039;psychic&#039; link to other Volar within roughly 120ft even if they are not in view. They can only share feelings and flashes of thoughts. However, this means that if more then one Volar are close to each other and are allies they gain an advantage bonus against Mind Effecting conditions/techniques.&lt;br /&gt;
# &#039;&#039;&#039;Nauseous Blooms&#039;&#039;&#039;: Once per day a Volar can expel nauseous gases as self-defense. They can target a person within 30 feet or produce a 15-foot radius cloud of gas around themselves. The ranged attack is considered a ranged touch attack and the cloud lasts for 1d4 + 1/4th Character level round downturns. Anyone that breaths the air or get hit by the attack have to take a Constitution Saving throw of a DC12 + Conn Mod + 1/4th Character level round down. If they fail the throw, they become [[Conditions#Nauseated|Nauseated]] for 1d4 + 1/4th Character level round downturns. They have to re-roll for every turn they are within the radius.&lt;br /&gt;
# &#039;&#039;&#039;Rapid Re-Growth&#039;&#039;&#039;: As long as the Volar is in well lighted and healthy conditions for a plant and taking a full day to rest the Volar can rapidly heal. Restoring 100% of health in just 2 days and they gain an advantage to recover from sickness, poisons, and diseases every day they are resting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Volar have only been on the galactic stage for a few thousand years. But in that time they have made a reputation for being excellent students of alien biology and has shaken up the terraforming galactic business. One the Greylings had until recently a strong standing with. Volar scientists and engineers are paid well to observe and advice a terraforming project. This in part has propelled Volar as a galactic species of some importance. Most Major and Minor species look to expand by taking once dead or uninhabitable worlds and make them more suitable for themselves. Although most Volar consider it taboo to try to alter an already &#039;living&#039; planet to benefit a foreign species instead opting to adapt to that environment by genetics.&lt;br /&gt;
&lt;br /&gt;
== Graelycxazshngs (aka Graylings) ==&lt;br /&gt;
&lt;br /&gt;
Due to their strange name and the race’s staunch insistence upon the proper pronunciation of it, most other beings have taken to referring to Graelycxazshngs as Graylings because of its similar sound, being easier on the tongue, and its reference to the greyish color of Grayling skin.  Many Graylings are aloof or distrustful of others outside their race because of the negative stigma attributed to their kind. Graylings are still extremely curious and inquisitive actively pursuing knowledge and discovery. They are abnormally efficient at using there minds and value intelligence and logic over brute strength or speed.  &lt;br /&gt;
&lt;br /&gt;
Whether out of a desire to redeem their race’s reputation in the eyes of others or to indeed contribute to preserving and expanding knowledge Graylings put a massive emphasize on education and the sciences.  Physically, graylings are approximately three feet tall with a large head and prominent black eyes.  While extremely intelligent and skilled in the fields of science and engineering, graylings are physically weaker in comparison to most other races resulting in their bodies being more susceptible to trauma.  Their home planet is very arid and dry, with gravity closer to Mars for comparison. It circles a Red Dwarf and due to a larger and thicker atmosphere gets more diffused sunlight. This means most graylings try to avoid overexposure to humidity and liquids and light radiation as it is said to have disastrous effects on their skin. They also commonly wear supportive gear to deal with gravity being higher on most other planets.&lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Graelycxazshngs go to the [[Graylings|Graylings]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Graylings are named such for there gray skin. They have short of stature and have large dark eyes. However, most graylings love to tattoo their skin and even incorporate dyes to adjust the pigment of the skin to create colorful patterns. A common practice by most Graylings long before they could travel the stars. Likely due to the easy way their skin pigment can be influenced. It is common to see almost naked Grayling with an ornate design covering the majority of there exposed skin. They lack hair and their skin often appears to shine like it was wet as their homeworld is extremely humid and a Graylings natural habitat is swap lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Mammal, bipedal&lt;br /&gt;
* Average Height Male and Female: 3&#039; 2&#039;&#039; (~91 cm)&lt;br /&gt;
* Average Life Span: 180 - 210 years&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Main Home Worlds: Cxazshngs, Curvilinea Prime, Eugen&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# At level two a Grayling gains Level 1 Psionic powers for free.&lt;br /&gt;
# Lose two in Strength, gain two in Intelligence.&lt;br /&gt;
# Lose one in Dexterity, choose between Intelligence, Wisdom, Charisma to add an ability point.&lt;br /&gt;
# Choose any one Knowledge skill and add a +1 Misc bonus too it.&lt;br /&gt;
# Choose any Crafting Skill to be a Class Skill of your base class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: A truly Tech 3 civilization that in some ways is on the brink of Tech 4 is, of course, noted for there technology. Different civilizations pay enormous amounts of money to be able to buy Greying tech. They still stand as the most successful Planet Engineers forming planets many people find to difficult to adjust. They produce the finest weapons and warships except for perhaps the Jove and have the worlds largest Cloning and Mind transportation network. The Grayling Empire stopped it&#039;s expanse early in comparison to many other species attempts at Empire and thus is small like there statue. However, because of this relationship with other nations is all around the best. Nobody wants to piss off a Grayling and everybody wants to buy what Graylings have to offer.&lt;br /&gt;
&lt;br /&gt;
== Lepidonains ==&lt;br /&gt;
&lt;br /&gt;
A mischievous species. The Lepidonains have long held believes that they have the key to utopian society and it is their job to bring peace, stability, and civilization to the obviously weaker species. This pompous and ignorant attitude toward others isn&#039;t common among species of the Ring of Life, but usually, if it exists at all, it goes away as the young space fairing civilization begins to interact with others. However, for the Lepidonains, this is not the case. Perhaps it is the more hermit-like way of shutting themselves out from the rest of the galaxy that has to lead to the unnaturally long-held beliefs. Either case in recent years this attitude from their government at least appears to have changed.&lt;br /&gt;
&lt;br /&gt;
One of Lepidonains first great conflicts with a genuinely equal species was with the Cryous. This war broke both nations. However, over time Lepidonains have rebuilt. Now they are looking at expansion but with more peaceful means. Or so it appears. They have become more friendly with trade and with the rest of the major Galactic Civilizations. However, Lepidonains have a conniving side, and many people in the past have been burned by the deals they make with Lepidonains. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Lepidonains are reptilian and come from Lepidon Prime which is a mostly desert planet. They are accustomed to the heat and a large sun making long hot days. They have small horns protruding from there scale skin especially where there are joints. Their skin is a mix of different dark grey and green colors. Their necks are broad and from behind looks like all one part of the back, neck, and head. Most have a stubby tail. Some from other planets have pale scales and are shorter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reptilian, bipedal&lt;br /&gt;
* Average Height Male: 6&#039; 2&#039;&#039; (~189 cm), Female: 4&#039; 6&#039;&#039; (~137 cm)&lt;br /&gt;
* Average Life Span: 110 - 130 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Lepidon Prime, Lepidon Beta, Lepidon Gamma, Abrah Alpha&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Toughness against Thermal (Heat damage)&lt;br /&gt;
# Weakness against Thermal (Cold damage)&lt;br /&gt;
# Lose one in Dexterity, choose between Strength, Constitution or Intelligence to add an ability point.&lt;br /&gt;
# &#039;&#039;&#039;Claws&#039;&#039;&#039;: The reptilian claw-like hands can be used for a dual claw melee attack. At level one they are dual attacks at 1d4 with a critical of x2. At level 5 they go up to 1d6. At level 10 they go up to 1d8 and have a crit range of 19-20. At level 15 they go up to 1d10. At level 20 they go up to 1d12, and critical is now x3. They are considered Natural weapons which are always considered to be a Light weapon when dealing with Extra Damage/Bonus Attacks. &lt;br /&gt;
# They gain a +1 Misc bonus to Bluff skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lepidonains view themselves as a rising star in the void of the galaxy. The only thing hindering there rise are the Cryous. Thus Lepidonains have had a long-standing grudge against there rival. Humans are also on the board of Lepidonain space and Lepidonains see them as an opportunity to spread their way of life. They are private people who often exhibit xenophobic tendencies although most of that is motivated from a sense of self-superiority and a belief that since they believe they have the right to rule the galaxy so must all other sentient species.&lt;br /&gt;
&lt;br /&gt;
== Cryous ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species the Cryous are part of a once-thriving empire. They were challenged by the Lepidonains. The war left both worse for wear. Most people think what kept the Cryous from total defeat was their tenacity to survive under all sorts of unspeakable conditions. If the surface was in trouble, then go under water. The Cryous were not just good at escaping death they were also good at delivering it. The Cryous have a 6th sense for the electromagnetic spectrum and can even use their body to create an electromagnetic shock wave. Which is something their species evolved to do eons ago. They used this to there advantage in combat and are known for creating the [[Advance_Classes#Electro-Mancer|Electro-Mancer]] suit.  &lt;br /&gt;
&lt;br /&gt;
Cryous now no longer hold an empire and only rule for a dozen solar systems. Their enemy Lepidonains have done much better to recover from there great conflict. Ever fearful that after so many years the Lepidonains will come back to finish them off the Cryous government has become more cautious, territorial and even aggressive. Hoping not to show signs of weakness. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Cryous are Amphibian and are apods. In the place of feet, they walk using their bodies in a Serpentine or with a Rectilinear motion. The Cryous are different shades of blue. However, the most common is pale blue. The darker blue skin appears on Cryous that spend a lot of time in extreme depths of oceans or other high-pressure environments. This is sometimes a good indication of where they were born. Cryous also have 4 arms. Although their lower pair of arms are much smaller and weaker and are used for simple tasks. They also have gills which are located on the sides of their necks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Amphibian, Apod (Serpentine or Rectilinear Motion)&lt;br /&gt;
* Average Height Male: 2&#039; 10&#039;&#039; (~88 cm), Female: 5&#039; 6&#039;&#039; (~168 cm)&lt;br /&gt;
* Average Life Span: 140 - 150 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Cryous Prime, Cryous Beta. &lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tough Skinned&#039;&#039;&#039;: Natural DR of 3 against Electric attacks.&lt;br /&gt;
# Loose 1 in Charisma, choose between Intelligence, Wisdom, or Constitution to add an ability point.&lt;br /&gt;
# Speed is -5 ft. &lt;br /&gt;
# Swim and Climb speed is the same movement speed.&lt;br /&gt;
# Can breathe underwater.&lt;br /&gt;
# Immune to the Trip Combat Technique.&lt;br /&gt;
# If grappled a Cryous gains advantage to reverse the grapple.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ovex ==&lt;br /&gt;
The Ovex or Ov as some groups call them are Sentient Artificial Life Forms. A.I is illegal across the galaxy except for the Jove. Ovex is part of the reason. Ovex can vary greatly in size and by default look similar to the humanoid bipedal who originally built them. They can be built to shape other species and even where special out layer &#039;skin&#039; that makes the appearance of flesh. &lt;br /&gt;
&lt;br /&gt;
Ovex are known and feared across the galaxy. Because of this most Ovex that travel about wear a flesh-like outer layer and disguise themselves as a common sentient species. Ovex can instantly become aware of another Ovex nearby so they cannot hide from themselves. As part of &#039;Maturity&#039; Ovex temporarily leave there home at least once to learn not just for themselves but also for the collective called The Nexus. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about Ovex in The Great Ring Galaxy go to the [[Ovex]] page. They require there own [[Character_Path|Path]]. The player &#039;&#039;&#039;cannot&#039;&#039;&#039; pick a standard [[Character Path]] instead pick from [[RoboticBaseClass|Ovex Path]]. The Ovex can still have [[Advance Classes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: By default, an Ovex is constructed with a body shape similar to there creators the Qelzuk. The Qelzuk looked similar to many bipedal, two-handed peoples. The Ovex outer layer is made of alloys and special plastics that provide a sharp and reflective surface of different shades of grey. In most cases, an Ovex that chooses to expose themselves to the goings on of the Ring are likely to disguise themselves with the appearance of a different species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Robotic, bipedal&lt;br /&gt;
* Average Height: N/A&lt;br /&gt;
* Average Life Space: Infinite (in theory)&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Unknown&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Immune to poisons and mind-altering effects.&lt;br /&gt;
# Gets the Computer Use(Int) skill automatically.&lt;br /&gt;
# Is required to use its Core Class instead of the main 6 core classes. You can review its Core Class [[RoboticBaseClass|here]].&lt;br /&gt;
# &#039;&#039;&#039;The Nexus&#039;&#039;&#039;: Ovex are considered semi-immortal. They can be instantly rebooted back at the Nexus. See rules about death [[Health_and_Injury#Death|here]]. However, if the character is against the Nexus or does something that the collective does not agree with they lose this feature. They can choose to come back looking like whatever they wish. However, they do not remember the last 72 hours before death, and they get rebooted inside of the Nexus not directly into another robotic body. So getting a new body and coming back to the party will take time. They also &#039;roll-back&#039; a level and only have the minimal amount of XP for that level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aconians ==&lt;br /&gt;
&lt;br /&gt;
The average Aconian are short but bulky individuals who live for much longer then most mammals do. Their age gives them a unique view of history and the changing of the times. Most any Aconian will love to talk about history and current events and politics, or just about anything if they can find someone willing to listen. Many Aconian&#039;s, especially the older ones, come off as arrogant. However, they are usually slow to anger and willing to listen to other species if they have something interesting to say that is. &lt;br /&gt;
&lt;br /&gt;
The Aconians are one of the oldest existing species. They have a long and deep history that stretches back before the First Encounter with the Jove. They are the only species to be still considered a major force on the Ring that was space fairing during the time of the Twin Empires. They have gone through 3 significant Dynasties where their power rose and feel only to rise again. However recently their government gave up its Empire to form a Republic. This in many ways has changed the power balance of the region of space. Its empire at its height ruled almost 12% of the Ring. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Aconians go to the [[Aconians|Aconians]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Shorter then most races except for the Murids the Aconians make it up for that in girth. They have long flowing hair that comes in all sorts of dark colors depending on where they were from. The older they are, the less color in there beards and hair. Their eyes are almost always a bright color even all-out white in appearance. Their planet has two stars, 3 moons, and the visual spectrum is very bright so it is harder for them to see in low light as their eyes are designed to reflect as much as it takes in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Bipedal&lt;br /&gt;
* Average Height: 4ft 5inch&lt;br /&gt;
* Average Life Span: 600 years (Natural un-augmented life span: 240 years)&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Aconia&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Gain one +1 Misc bonus to any Knowledge skill of your choosing.&lt;br /&gt;
# Choose between: Loosing 1 Strength Score or 1 Dexterity Score.&lt;br /&gt;
# Gain +1 to Constitution score.&lt;br /&gt;
# &#039;&#039;&#039;Many worlds&#039;&#039;&#039;: Aconians come from a rich history and a massive empire. Pick a dozen Aconians out of a crowd, and likely they are from different types of worlds, and each learned from the environment. You gain the [[Planetary Adaption]] feat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Murids ==&lt;br /&gt;
&lt;br /&gt;
Humans call them &#039;Ratfolk&#039; or &#039;Mice-people.&#039; These furry little people are hardy and curious. They move quickly and out of the sight of most people. Their people were conquered long during the 3rd rise of the Aronian empire. However, over time they become invaluable members of the Third Dynasty, and once the Empire eventually became a Republic, the Murids became respected and powerful species within its ruling class. However, this only happened a few hundred years ago, and before that time little people outside of the Aconian Empire know of them. Therefore they are in many ways the new neighbor in town. Fiercely loyal to the Aconian Republic and ready to prove to anyone they are people you should not step on. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Aconians go to the [[Murids|Murids]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Shortern then most other space fairing species the Murids are also one of the few to be covered in fur. Their eyes are smaller in proportion to there heads than most other species as well and they also enjoy walking on all fours as much as two. All this makes them a most unusual peoples. They have long noses and large ears that can twitch around to seek noise. Humans see them as large mice but Murids faces are flatter and they have more humanoid hands. Their fur is also shorter for there size and can easily be dyed which is a common thing among a younger generation of Murids. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Bipedal, or (optional Quadrupeds)&lt;br /&gt;
* Average Height: 3ft 4inch&lt;br /&gt;
* Average Life Span: 60 years&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Main Home Worlds: Muridae&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Strength Score minus 2&lt;br /&gt;
# Constitution Score minus 1&lt;br /&gt;
# Gains Natural AC bonus of +1 because of Size&lt;br /&gt;
# Choose: &#039;&#039;&#039;Natural Builders&#039;&#039;&#039; or &#039;&#039;&#039;Curious People&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Natural Builders&#039;&#039;&#039;: Murids are known for there natural building skills. You gain the [[Builder]] feat.&lt;br /&gt;
## &#039;&#039;&#039;Curious People&#039;&#039;&#039;: Murids are often found learning more about the world around them. Gain the [[Studious]] feat.&lt;br /&gt;
# &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039;: This ability allows them to communicate with each other using a high pitch voice that is hard to discern except by there own race. This allows them to communicate clearly in normally difficult and noisy situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minor Species Species ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Sayor&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Sayor is a minor species in the Federation of Planets. A young government along the board between Lepidonain and Cryous space. For a complete history and narrative about the Sayor go to the [[Sayor|Sayor]] page.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Kurgian&#039;&#039;&#039;&amp;lt;/u&amp;gt;: The Kurigian is another species in the Federation of Planets. However, they are one of the more important species that hold more influence and power in the Federation and there planet serves as the Capital of the Federation. For a complete history and narrative about the Kurgian go to the [[Kurgian]] page.&lt;br /&gt;
&lt;br /&gt;
== Advanced Species ==&lt;br /&gt;
&lt;br /&gt;
Ask your GM before picking any of the following Species.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Tygerion&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A living and thinking planet.&lt;br /&gt;
&lt;br /&gt;
== Non-Playable Species ==&lt;br /&gt;
&lt;br /&gt;
This is a list of other species who roam or once roamed The Great Ring of life. These species are typically not playable. However, with GM&#039;s exception can be played. There exact rules for playing them are not laid out however and the Player and GM most agree on any possible bonuses each Species gets.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Jove&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: For a complete history and narrative about the Jove go to the [[Jove|Jove]] page.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Species&amp;diff=7660</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Species&amp;diff=7660"/>
		<updated>2019-05-13T22:33:39Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Ovex */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt; &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;  THIS PAGE IS STILL UNDER CONSTRUCTION! &amp;lt;/span&amp;gt; &amp;lt;/u&amp;gt;  &#039;&#039;&#039; &amp;lt;- Alpha Two Point Five &#039;&#039;&#039;Ready&#039;&#039;&#039;!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There are 4 main categories for species. &#039;&#039;&#039;Major&#039;&#039;&#039;/&#039;&#039;&#039;Minor&#039;&#039;&#039;/&#039;&#039;&#039;Advanced&#039;&#039;&#039;/&#039;&#039;&#039;Non-Playable&#039;&#039;&#039; Species. This page will focus on Major Species although it will mention others. There are 2 criteria that have to be meet in order to be a Major Species in the Future Path Galaxy.&lt;br /&gt;
&lt;br /&gt;
# The Species has to be well traveled. For the majority of campaign settings, it should not be too odd for this species to be located in the starting area. This doesn&#039;t mean the species is everywhere in the galaxy or even in large numbers but that it shouldn&#039;t be too strange to find them in most corners of the galaxy.&lt;br /&gt;
# The Species either has to have made a major impact on the history of the Galaxy or they have a major role to play in Current Events.&lt;br /&gt;
&lt;br /&gt;
Any species that doesn&#039;t meet both the above criteria are considered Minor Species. Non-Playable Species are deemed so by the creators because of how they fit with the story of Future Path or that they are no overpowered. A GM can override this rule and allow a Player to play a Non-Playable Species.&lt;br /&gt;
&lt;br /&gt;
;Major Species include:&lt;br /&gt;
[[Species#Humans|Humans]], [[Species#Volar|Volar]], [[Species#Graelycxazshngs_.28aka_Graylings.29|Graylings]], [[Species#Lepidonains|Lepidonains]], [[Species#Cryous|Cryous]], [[Species#Ovex|Ovex]], [[Species#Aconians|Aconians]], [[Species#Murids|Murids]]&lt;br /&gt;
&lt;br /&gt;
;Minor Species include:&lt;br /&gt;
[[Sayor]], [[Kurgian]]&lt;br /&gt;
&lt;br /&gt;
; Advanced Species include:&lt;br /&gt;
[[Tygerion]]&lt;br /&gt;
&lt;br /&gt;
;Non-Playable Species include:&lt;br /&gt;
[[Species#Jove|Jove]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Notes&#039;&#039;&#039;&lt;br /&gt;
* The &#039;Main Home Worlds&#039; Character Trait shows the homeworlds and are ordered by there importance to the species. The first one is almost certainly their place of birth.&lt;br /&gt;
&lt;br /&gt;
* The &#039;Tech Level&#039; Character Trait is what sets the &#039;Tech Level&#039; for the Character. To learn more about a Characters &#039;Tech Level&#039; go [[Tech|here]]. To learn more about what the Tech Level means and how it applies to Civilization Process go [[Tech_Level_and_Civ_Progress|here]].&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&lt;br /&gt;
Humans have scattered after the first contact with aliens. Their homeworld Earth was torn apart by its inhabitants. Most of it a nuclear wasteland full of desperate survivors struggling to live off the monstrous landscape. Some dare to dream of the old world and try to bring back some of Humanities former glory. Others choose to hurdle themselves out into The Great Ring as refugees. They dared instead to hope. Hope that the Galaxy will be merciful and that the bounty of space would bring them wealth and prosperity. Many quickly learned that if you wish to survive, you must band together and be willing to take on the harsh reality of life in space.&lt;br /&gt;
&lt;br /&gt;
Many other species see humans more stupid than clever. However, they can be incredibly useful and seen to have great potential if they could just get around some of those annoying human flaws. Greed and arrogance being high on the list. Most species see humans as more of a nuisance than anything else. Humans are willing to work hard and have a remarkable ability to adapt if given time.&lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about Humans in The Great Ring Galaxy go to the [[Humans|Humans]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Humans are bipedal with two arms, two eyes. and hair on their heads. The hair, skin, and eyes can vary in color. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Mammal, bipedal&lt;br /&gt;
* Average Height Male: 5&#039; 10&#039;&#039; (177 cm)&lt;br /&gt;
* Average Height Female: 5&#039; 5&#039;&#039; (163 - 164 cm)&lt;br /&gt;
* Average Life Span: 80 - 85 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Earth, Mars, Proxima b, Venus&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Bonus Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Bonus Feat (Misc only) at level 1&lt;br /&gt;
# Bonus Skill point at level 1 (Cannot be a Knowledge Skill)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Relations&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Humans lack formal relations with other species. They are scattered amongst the stars and have no single government that represents them. A coalition of Corpocracies that rule over most humans back on Earth and Mars are the closest things to a government humans have. Therefore most humans that find themselves in the greater galaxy have no formal government to represent them. Most other Species treat humans on a case by case bases and normally find them to be a nuisance.&lt;br /&gt;
&lt;br /&gt;
== Volar ==&lt;br /&gt;
&lt;br /&gt;
Volar is short for Victarians however most species including the Victarians simply call themselves Volar. The word Volar in their language stands for Mother, and that is what the Volar called their homeworld Volar. This shows there deep connection and respect to the beautiful and massive Volar planet. Volar are often found traveling in groups and a stray Volar is almost never considered a stranger to another Volar. They don&#039;t stay in one place for too long as all Volar prefer to travel back too there homeworld as often as possible. Volar that are born outside of the home planet can be outcasts within their own society. A Volar can usually tell when another wasn&#039;t born in &#039;The Mothers Womb&#039;. A Volar that finds themselves in this situation may attempt to spend as much time with &#039;Mother Planet&#039; in order to cover up this embarrassing truth. This strong feeling of contempt against &#039;unbirths&#039; is an odd contrast to the otherwise accepting and loving nature of Volars to not only to each other but to all life.  &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Volar go to the [[Volar|Volar]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: A Volar has no hair although some can have a leafy like substitute on there head and shoulders. All have a bud on their head that is normally small and hidden but can bloom on command (see Nauseous Bloom Bonus Traits), this also flowers whenever a Volar is looking to reproduce. Their skin color can vary from a range of light colors. Such as Light (Green/Blue/Yellow/Red/Orange). A Volar usually has dark spots and sometimes patterns where their primary color is of a different shade. These spots increase over time as they age. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Plant, bipedal&lt;br /&gt;
* Average Height Asexual: 4&#039; 8&#039;&#039; (~146 - 167 cm)&lt;br /&gt;
* Average Life Span: 90 - 100 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Volar, Victar, Excentus Prime, Excentus Beta  &lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Loses one point on Dexterity, Gains one point on Wisdom&lt;br /&gt;
# &#039;&#039;&#039;Common Bond&#039;&#039;&#039;: Volar can communicate uses pheromones in an almost &#039;psychic&#039; link to other Volar within roughly 120ft even if they are not in view. They can only share feelings and flashes of thoughts. However, this means that if more then one Volar are close to each other and are allies they gain an advantage bonus against Mind Effecting conditions/techniques.&lt;br /&gt;
# &#039;&#039;&#039;Nauseous Blooms&#039;&#039;&#039;: Once per day a Volar can expel nauseous gases as self-defense. They can target a person within 30 feet or produce a 15-foot radius cloud of gas around themselves. The ranged attack is considered a ranged touch attack and the cloud lasts for 1d4 + 1/4th Character level round downturns. Anyone that breaths the air or get hit by the attack have to take a Constitution Saving throw of a DC12 + Conn Mod + 1/4th Character level round down. If they fail the throw, they become [[Conditions#Nauseated|Nauseated]] for 1d4 + 1/4th Character level round downturns. They have to re-roll for every turn they are within the radius.&lt;br /&gt;
# &#039;&#039;&#039;Rapid Re-Growth&#039;&#039;&#039;: As long as the Volar is in well lighted and healthy conditions for a plant and taking a full day to rest the Volar can rapidly heal. Restoring 100% of health in just 2 days and they gain an advantage to recover from sickness, poisons, and diseases every day they are resting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Volar have only been on the galactic stage for a few thousand years. But in that time they have made a reputation for being excellent students of alien biology and has shaken up the terraforming galactic business. One the Greylings had until recently a strong standing with. Volar scientists and engineers are paid well to observe and advice a terraforming project. This in part has propelled Volar as a galactic species of some importance. Most Major and Minor species look to expand by taking once dead or uninhabitable worlds and make them more suitable for themselves. Although most Volar consider it taboo to try to alter an already &#039;living&#039; planet to benefit a foreign species instead opting to adapt to that environment by genetics.&lt;br /&gt;
&lt;br /&gt;
== Graelycxazshngs (aka Graylings) ==&lt;br /&gt;
&lt;br /&gt;
Due to their strange name and the race’s staunch insistence upon the proper pronunciation of it, most other beings have taken to referring to Graelycxazshngs as Graylings because of its similar sound, being easier on the tongue, and its reference to the greyish color of Grayling skin.  Many Graylings are aloof or distrustful of others outside their race because of the negative stigma attributed to their kind. Graylings are still extremely curious and inquisitive actively pursuing knowledge and discovery. They are abnormally efficient at using there minds and value intelligence and logic over brute strength or speed.  &lt;br /&gt;
&lt;br /&gt;
Whether out of a desire to redeem their race’s reputation in the eyes of others or to indeed contribute to preserving and expanding knowledge Graylings put a massive emphasize on education and the sciences.  Physically, graylings are approximately three feet tall with a large head and prominent black eyes.  While extremely intelligent and skilled in the fields of science and engineering, graylings are physically weaker in comparison to most other races resulting in their bodies being more susceptible to trauma.  Their home planet is very arid and dry, with gravity closer to Mars for comparison. It circles a Red Dwarf and due to a larger and thicker atmosphere gets more diffused sunlight. This means most graylings try to avoid overexposure to humidity and liquids and light radiation as it is said to have disastrous effects on their skin. They also commonly wear supportive gear to deal with gravity being higher on most other planets.&lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Graelycxazshngs go to the [[Graylings|Graylings]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Graylings are named such for there gray skin. They have short of stature and have large dark eyes. However, most graylings love to tattoo their skin and even incorporate dyes to adjust the pigment of the skin to create colorful patterns. A common practice by most Graylings long before they could travel the stars. Likely due to the easy way their skin pigment can be influenced. It is common to see almost naked Grayling with an ornate design covering the majority of there exposed skin. They lack hair and their skin often appears to shine like it was wet as their homeworld is extremely humid and a Graylings natural habitat is swap lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Mammal, bipedal&lt;br /&gt;
* Average Height Male and Female: 3&#039; 2&#039;&#039; (~91 cm)&lt;br /&gt;
* Average Life Span: 180 - 210 years&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Main Home Worlds: Cxazshngs, Curvilinea Prime, Eugen&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# At level two a Grayling gains Level 1 Psionic powers for free.&lt;br /&gt;
# Lose two in Strength, gain two in Intelligence.&lt;br /&gt;
# Lose one in Dexterity, choose between Intelligence, Wisdom, Charisma to add an ability point.&lt;br /&gt;
# Choose any one Knowledge skill and add a +1 Misc bonus too it.&lt;br /&gt;
# Choose any Crafting Skill to be a Class Skill of your base class.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: A truly Tech 3 civilization that in some ways is on the brink of Tech 4 is, of course, noted for there technology. Different civilizations pay enormous amounts of money to be able to buy Greying tech. They still stand as the most successful Planet Engineers forming planets many people find to difficult to adjust. They produce the finest weapons and warships except for perhaps the Jove and have the worlds largest Cloning and Mind transportation network. The Grayling Empire stopped it&#039;s expanse early in comparison to many other species attempts at Empire and thus is small like there statue. However, because of this relationship with other nations is all around the best. Nobody wants to piss off a Grayling and everybody wants to buy what Graylings have to offer.&lt;br /&gt;
&lt;br /&gt;
== Lepidonains ==&lt;br /&gt;
&lt;br /&gt;
A mischievous species. The Lepidonains have long held believes that they have the key to utopian society and it is their job to bring peace, stability, and civilization to the obviously weaker species. This pompous and ignorant attitude toward others isn&#039;t common among species of the Ring of Life, but usually, if it exists at all, it goes away as the young space fairing civilization begins to interact with others. However, for the Lepidonains, this is not the case. Perhaps it is the more hermit-like way of shutting themselves out from the rest of the galaxy that has to lead to the unnaturally long-held beliefs. Either case in recent years this attitude from their government at least appears to have changed.&lt;br /&gt;
&lt;br /&gt;
One of Lepidonains first great conflicts with a genuinely equal species was with the Cryous. This war broke both nations. However, over time Lepidonains have rebuilt. Now they are looking at expansion but with more peaceful means. Or so it appears. They have become more friendly with trade and with the rest of the major Galactic Civilizations. However, Lepidonains have a conniving side, and many people in the past have been burned by the deals they make with Lepidonains. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Lepidonains are reptilian and come from Lepidon Prime which is a mostly desert planet. They are accustomed to the heat and a large sun making long hot days. They have small horns protruding from there scale skin especially where there are joints. Their skin is a mix of different dark grey and green colors. Their necks are broad and from behind looks like all one part of the back, neck, and head. Most have a stubby tail. Some from other planets have pale scales and are shorter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reptilian, bipedal&lt;br /&gt;
* Average Height Male: 6&#039; 2&#039;&#039; (~189 cm), Female: 4&#039; 6&#039;&#039; (~137 cm)&lt;br /&gt;
* Average Life Span: 110 - 130 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Lepidon Prime, Lepidon Beta, Lepidon Gamma, Abrah Alpha&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Toughness against Thermal (Heat damage)&lt;br /&gt;
# Weakness against Thermal (Cold damage)&lt;br /&gt;
# Lose one in Dexterity, choose between Strength, Constitution or Intelligence to add an ability point.&lt;br /&gt;
# &#039;&#039;&#039;Claws&#039;&#039;&#039;: The reptilian claw-like hands can be used for a dual claw melee attack. At level one they are dual attacks at 1d4 with a critical of x2. At level 5 they go up to 1d6. At level 10 they go up to 1d8 and have a crit range of 19-20. At level 15 they go up to 1d10. At level 20 they go up to 1d12, and critical is now x3. They are considered Natural weapons which are always considered to be a Light weapon when dealing with Extra Damage/Bonus Attacks. &lt;br /&gt;
# They gain a +1 Misc bonus to Bluff skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lepidonains view themselves as a rising star in the void of the galaxy. The only thing hindering there rise are the Cryous. Thus Lepidonains have had a long-standing grudge against there rival. Humans are also on the board of Lepidonain space and Lepidonains see them as an opportunity to spread their way of life. They are private people who often exhibit xenophobic tendencies although most of that is motivated from a sense of self-superiority and a belief that since they believe they have the right to rule the galaxy so must all other sentient species.&lt;br /&gt;
&lt;br /&gt;
== Cryous ==&lt;br /&gt;
&lt;br /&gt;
An amphibious species the Cryous are part of a once-thriving empire. They were challenged by the Lepidonains. The war left both worse for wear. Most people think what kept the Cryous from total defeat was their tenacity to survive under all sorts of unspeakable conditions. If the surface was in trouble, then go under water. The Cryous were not just good at escaping death they were also good at delivering it. The Cryous have a 6th sense for the electromagnetic spectrum and can even use their body to create an electromagnetic shock wave. Which is something their species evolved to do eons ago. They used this to there advantage in combat and are known for creating the [[Advance_Classes#Electro-Mancer|Electro-Mancer]] suit.  &lt;br /&gt;
&lt;br /&gt;
Cryous now no longer hold an empire and only rule for a dozen solar systems. Their enemy Lepidonains have done much better to recover from there great conflict. Ever fearful that after so many years the Lepidonains will come back to finish them off the Cryous government has become more cautious, territorial and even aggressive. Hoping not to show signs of weakness. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Cryous are Amphibian and are apods. In the place of feet, they walk using their bodies in a Serpentine or with a Rectilinear motion. The Cryous are different shades of blue. However, the most common is pale blue. The darker blue skin appears on Cryous that spend a lot of time in extreme depths of oceans or other high-pressure environments. This is sometimes a good indication of where they were born. Cryous also have 4 arms. Although their lower pair of arms are much smaller and weaker and are used for simple tasks. They also have gills which are located on the sides of their necks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Amphibian, Apod (Serpentine or Rectilinear Motion)&lt;br /&gt;
* Average Height Male: 2&#039; 10&#039;&#039; (~88 cm), Female: 5&#039; 6&#039;&#039; (~168 cm)&lt;br /&gt;
* Average Life Span: 140 - 150 years&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Cryous Prime, Cryous Beta. &lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tough Skinned&#039;&#039;&#039;: Natural DR of 3 against Electric attacks.&lt;br /&gt;
# Loose 1 in Charisma, choose between Intelligence, Wisdom, or Constitution to add an ability point.&lt;br /&gt;
# Speed is -5 ft. &lt;br /&gt;
# Swim and Climb speed is the same movement speed.&lt;br /&gt;
# Can breathe underwater.&lt;br /&gt;
# Immune to the Trip Combat Technique.&lt;br /&gt;
# If grappled a Cryous gains advantage to reverse the grapple.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ovex ==&lt;br /&gt;
The Ovex or Ov as some groups call them are Sentient Artificial Life Forms. A.I is illegal across the galaxy except for the Jove. Ovex is part of the reason. Ovex can vary greatly in size and by default look similar to the humanoid bipedal who originally built them. They can be built to shape other species and even where special out layer &#039;skin&#039; that makes the appearance of flesh. &lt;br /&gt;
&lt;br /&gt;
Ovex are known and feared across the galaxy. Because of this most Ovex that travel about wear a flesh-like outer layer and disguise themselves as a common sentient species. Ovex can instantly become aware of another Ovex nearby so they cannot hide from themselves. As part of &#039;Maturity&#039; Ovex temporarily leave there home at least once to learn not just for themselves but also for the collective called The Nexus. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about Ovex in The Great Ring Galaxy go to the [[Ovex]] page. They require there own [[Character_Path|Path]]. The player cannot pick a standard [[Character Path]] instead pick from [[RoboticBaseClass|Ovex Path]]. The Ovex can still have [[Advance Classes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: By default, an Ovex is constructed with a body shape similar to there creators the Qelzuk. The Qelzuk looked similar to many bipedal, two-handed peoples. The Ovex outer layer is made of alloys and special plastics that provide a sharp and reflective surface of different shades of grey. In most cases, an Ovex that chooses to expose themselves to the goings on of the Ring are likely to disguise themselves with the appearance of a different species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Robotic, bipedal&lt;br /&gt;
* Average Height: N/A&lt;br /&gt;
* Average Life Space: Infinite (in theory)&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Unknown&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Immune to poisons and mind-altering effects.&lt;br /&gt;
# Gets the Computer Use(Int) skill automatically.&lt;br /&gt;
# Is required to use its Core Class instead of the main 6 core classes. You can review its Core Class [[RoboticBaseClass|here]].&lt;br /&gt;
# &#039;&#039;&#039;The Nexus&#039;&#039;&#039;: Ovex are considered semi-immortal. They can be instantly rebooted back at the Nexus. See rules about death [[Health_and_Injury#Death|here]]. However, if the character is against the Nexus or does something that the collective does not agree with they lose this feature. They can choose to come back looking like whatever they wish. However, they do not remember the last 72 hours before death, and they get rebooted inside of the Nexus not directly into another robotic body. So getting a new body and coming back to the party will take time. They also &#039;roll-back&#039; a level and only have the minimal amount of XP for that level. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aconians ==&lt;br /&gt;
&lt;br /&gt;
The average Aconian are short but bulky individuals who live for much longer then most mammals do. Their age gives them a unique view of history and the changing of the times. Most any Aconian will love to talk about history and current events and politics, or just about anything if they can find someone willing to listen. Many Aconian&#039;s, especially the older ones, come off as arrogant. However, they are usually slow to anger and willing to listen to other species if they have something interesting to say that is. &lt;br /&gt;
&lt;br /&gt;
The Aconians are one of the oldest existing species. They have a long and deep history that stretches back before the First Encounter with the Jove. They are the only species to be still considered a major force on the Ring that was space fairing during the time of the Twin Empires. They have gone through 3 significant Dynasties where their power rose and feel only to rise again. However recently their government gave up its Empire to form a Republic. This in many ways has changed the power balance of the region of space. Its empire at its height ruled almost 12% of the Ring. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Aconians go to the [[Aconians|Aconians]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Shorter then most races except for the Murids the Aconians make it up for that in girth. They have long flowing hair that comes in all sorts of dark colors depending on where they were from. The older they are, the less color in there beards and hair. Their eyes are almost always a bright color even all-out white in appearance. Their planet has two stars, 3 moons, and the visual spectrum is very bright so it is harder for them to see in low light as their eyes are designed to reflect as much as it takes in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Bipedal&lt;br /&gt;
* Average Height: 4ft 5inch&lt;br /&gt;
* Average Life Span: 600 years (Natural un-augmented life span: 240 years)&lt;br /&gt;
* Size: Medium&lt;br /&gt;
* Main Home Worlds: Aconia&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Gain one +1 Misc bonus to any Knowledge skill of your choosing.&lt;br /&gt;
# Choose between: Loosing 1 Strength Score or 1 Dexterity Score.&lt;br /&gt;
# Gain +1 to Constitution score.&lt;br /&gt;
# &#039;&#039;&#039;Many worlds&#039;&#039;&#039;: Aconians come from a rich history and a massive empire. Pick a dozen Aconians out of a crowd, and likely they are from different types of worlds, and each learned from the environment. You gain the [[Planetary Adaption]] feat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Murids ==&lt;br /&gt;
&lt;br /&gt;
Humans call them &#039;Ratfolk&#039; or &#039;Mice-people.&#039; These furry little people are hardy and curious. They move quickly and out of the sight of most people. Their people were conquered long during the 3rd rise of the Aronian empire. However, over time they become invaluable members of the Third Dynasty, and once the Empire eventually became a Republic, the Murids became respected and powerful species within its ruling class. However, this only happened a few hundred years ago, and before that time little people outside of the Aconian Empire know of them. Therefore they are in many ways the new neighbor in town. Fiercely loyal to the Aconian Republic and ready to prove to anyone they are people you should not step on. &lt;br /&gt;
&lt;br /&gt;
For a complete history and narrative about the Aconians go to the [[Murids|Murids]] page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Visiual Description&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Shortern then most other space fairing species the Murids are also one of the few to be covered in fur. Their eyes are smaller in proportion to there heads than most other species as well and they also enjoy walking on all fours as much as two. All this makes them a most unusual peoples. They have long noses and large ears that can twitch around to seek noise. Humans see them as large mice but Murids faces are flatter and they have more humanoid hands. Their fur is also shorter for there size and can easily be dyed which is a common thing among a younger generation of Murids. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Character Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Bipedal, or (optional Quadrupeds)&lt;br /&gt;
* Average Height: 3ft 4inch&lt;br /&gt;
* Average Life Span: 60 years&lt;br /&gt;
* Size: Small&lt;br /&gt;
* Main Home Worlds: Muridae&lt;br /&gt;
* [[Tech_Level_and_Civ_Progress|Tech Level]]: starts out as 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Bonus Traits &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Strength Score minus 2&lt;br /&gt;
# Constitution Score minus 1&lt;br /&gt;
# Gains Natural AC bonus of +1 because of Size&lt;br /&gt;
# Choose: &#039;&#039;&#039;Natural Builders&#039;&#039;&#039; or &#039;&#039;&#039;Curious People&#039;&#039;&#039;&lt;br /&gt;
## &#039;&#039;&#039;Natural Builders&#039;&#039;&#039;: Murids are known for there natural building skills. You gain the [[Builder]] feat.&lt;br /&gt;
## &#039;&#039;&#039;Curious People&#039;&#039;&#039;: Murids are often found learning more about the world around them. Gain the [[Studious]] feat.&lt;br /&gt;
# &#039;&#039;&#039;Squeak Speak&#039;&#039;&#039;: This ability allows them to communicate with each other using a high pitch voice that is hard to discern except by there own race. This allows them to communicate clearly in normally difficult and noisy situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Relations &#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minor Species Species ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Sayor&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Sayor is a minor species in the Federation of Planets. A young government along the board between Lepidonain and Cryous space. For a complete history and narrative about the Sayor go to the [[Sayor|Sayor]] page.&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Kurgian&#039;&#039;&#039;&amp;lt;/u&amp;gt;: The Kurigian is another species in the Federation of Planets. However, they are one of the more important species that hold more influence and power in the Federation and there planet serves as the Capital of the Federation. For a complete history and narrative about the Kurgian go to the [[Kurgian]] page.&lt;br /&gt;
&lt;br /&gt;
== Advanced Species ==&lt;br /&gt;
&lt;br /&gt;
Ask your GM before picking any of the following Species.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Tygerion&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A living and thinking planet.&lt;br /&gt;
&lt;br /&gt;
== Non-Playable Species ==&lt;br /&gt;
&lt;br /&gt;
This is a list of other species who roam or once roamed The Great Ring of life. These species are typically not playable. However, with GM&#039;s exception can be played. There exact rules for playing them are not laid out however and the Player and GM most agree on any possible bonuses each Species gets.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Jove&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: For a complete history and narrative about the Jove go to the [[Jove|Jove]] page.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7659</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7659"/>
		<updated>2019-05-13T22:30:40Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Path Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Path Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define the Character Path features. The main things that make each Path stand out from each other are &#039;&#039;&#039;Ability Affinity&#039;&#039;&#039;, &#039;&#039;&#039;Hit Die&#039;&#039;&#039; and the &#039;&#039;&#039;Talent Trees&#039;&#039;&#039;. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills provided by Path&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills, you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Table (Located to the right of the Character Path Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.&lt;br /&gt;
* Character’s Level: The character’s total level.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:&lt;br /&gt;
**Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels. &lt;br /&gt;
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.&lt;br /&gt;
* Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They are Heroes that favor strength and action over sitting and thinking. It&#039;s not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power. &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 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
: The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Aggressive Talent Tree&lt;br /&gt;
: The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when performing Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Healthy Talent Tree&lt;br /&gt;
: The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
; Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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 Healthy 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&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 2&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Research Talent Tree&lt;br /&gt;
: The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
; Strategy Talent Tree&lt;br /&gt;
: The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.&lt;br /&gt;
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Empathetic Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 an objectively explicit manner. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&lt;br /&gt;
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)&lt;br /&gt;
&lt;br /&gt;
; Healing Talent Tree&lt;br /&gt;
: The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
; Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Persuasive Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Leadership Talent Tree&lt;br /&gt;
: The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma-based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7658</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7658"/>
		<updated>2019-05-13T22:30:15Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Path Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Path Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define the Character Path features. The main things that make each Path stand out from each other are &#039;&#039;&#039;Ability Affinity&#039;&#039;&#039;, &#039;&#039;&#039;Hit Die&#039;&#039;&#039; and the &#039;&#039;&#039;Talent Trees&#039;&#039;&#039;. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills provided by the Path&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills, you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Table (Located to the right of the Character Path Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.&lt;br /&gt;
* Character’s Level: The character’s total level.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:&lt;br /&gt;
**Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels. &lt;br /&gt;
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.&lt;br /&gt;
* Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They are Heroes that favor strength and action over sitting and thinking. It&#039;s not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power. &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 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
: The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Aggressive Talent Tree&lt;br /&gt;
: The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when performing Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Healthy Talent Tree&lt;br /&gt;
: The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
; Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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 Healthy 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&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 2&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Research Talent Tree&lt;br /&gt;
: The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
; Strategy Talent Tree&lt;br /&gt;
: The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.&lt;br /&gt;
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Empathetic Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 an objectively explicit manner. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&lt;br /&gt;
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)&lt;br /&gt;
&lt;br /&gt;
; Healing Talent Tree&lt;br /&gt;
: The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
; Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Persuasive Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Leadership Talent Tree&lt;br /&gt;
: The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma-based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7657</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7657"/>
		<updated>2019-05-13T22:29:49Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Path Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Path Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define the Character Path features. The main things that make each Path stand out from each other are &#039;&#039;&#039;Ability Affinity&#039;&#039;&#039;, &#039;&#039;&#039;Hit Die&#039;&#039;&#039; and the &#039;&#039;&#039;Talent Trees&#039;&#039;&#039;. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills, you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Table (Located to the right of the Character Path Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.&lt;br /&gt;
* Character’s Level: The character’s total level.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:&lt;br /&gt;
**Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels. &lt;br /&gt;
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.&lt;br /&gt;
* Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They are Heroes that favor strength and action over sitting and thinking. It&#039;s not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power. &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 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
: The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Aggressive Talent Tree&lt;br /&gt;
: The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when performing Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Healthy Talent Tree&lt;br /&gt;
: The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
; Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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 Healthy 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&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 2&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Research Talent Tree&lt;br /&gt;
: The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
; Strategy Talent Tree&lt;br /&gt;
: The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.&lt;br /&gt;
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Empathetic Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 an objectively explicit manner. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&lt;br /&gt;
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)&lt;br /&gt;
&lt;br /&gt;
; Healing Talent Tree&lt;br /&gt;
: The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
; Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Persuasive Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Leadership Talent Tree&lt;br /&gt;
: The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma-based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7656</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7656"/>
		<updated>2019-05-13T22:28:11Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Path Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Core Class. The main things that make each core class stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills, you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Table (Located to the right of the Character Path Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.&lt;br /&gt;
* Character’s Level: The character’s total level.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:&lt;br /&gt;
**Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels. &lt;br /&gt;
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.&lt;br /&gt;
* Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They are Heroes that favor strength and action over sitting and thinking. It&#039;s not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power. &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 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
: The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Aggressive Talent Tree&lt;br /&gt;
: The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when performing Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Healthy Talent Tree&lt;br /&gt;
: The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
; Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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 Healthy 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&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 2&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Research Talent Tree&lt;br /&gt;
: The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
; Strategy Talent Tree&lt;br /&gt;
: The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.&lt;br /&gt;
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Empathetic Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 an objectively explicit manner. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&lt;br /&gt;
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)&lt;br /&gt;
&lt;br /&gt;
; Healing Talent Tree&lt;br /&gt;
: The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
; Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Character &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Persuasive Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Leadership Talent Tree&lt;br /&gt;
: The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma-based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7655</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=7655"/>
		<updated>2019-05-13T22:27:03Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is 6 main Future Path Character Paths. This is the foundation of a Future Path hero. The Path chosen is the framework upon which a Future character is built. You can further customize your Hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advanced players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|Prestige Classes]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Path Features&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The following are features that help define a Core Class. The main things that make each core class stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core class is associated with and has an &amp;quot;Affinity&amp;quot; for. This means that whenever doing a Saving Throw for that Ability you add the Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can be checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills, you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Path Table (Located to the right of the Character Path Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.&lt;br /&gt;
* Character’s Level: The character’s total level.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:&lt;br /&gt;
**Talents: Every Path offers a selection of talents to choose from. A character gains a talent at 1st level and 6th, 12th, 18th levels. &lt;br /&gt;
**Feats: Every Path offers Starting [[Feats]] to choose from. A Character gains a Feat at 3rd, 9th, 15th levels.&lt;br /&gt;
* Extra Damage: This grants the Character the ability to deal Extra damage once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of 2 additional Ability points to be added to any 2 or 1 Ability. of there choice or a Bonus Feat from the Misc Category. They gain this choice at 4th, 8th, 12th, 16th, 20th levels.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They are Heroes that favor strength and action over sitting and thinking. It&#039;s not necessary that they do not appreciate or value intelligence its just they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that rely on their physical power. &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 (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Strong hero’s class [[Skills]] (and the key ability for each skill) are: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
: The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Fast hero’s class [[Skills]] (and the key ability for each skill) are: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Aggressive Talent Tree&lt;br /&gt;
: The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when performing Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when performing Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Healthy Talent Tree&lt;br /&gt;
: The Tough hero has more than normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
; Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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 Healthy 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&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 2&lt;br /&gt;
&lt;br /&gt;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Smart hero’s class [[Skills]] (and the key ability for each skill) are: [[Computer_Use|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Research Talent Tree&lt;br /&gt;
: The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
; Strategy Talent Tree&lt;br /&gt;
: The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.&lt;br /&gt;
# Advanced Strategy: This is Improved Strategy except now the Hero can use this ability twice per opponent and the bonus is +2&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Dedicated hero’s class [[Skills]] (and the key ability for each skill) are: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Empathetic Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 an objectively explicit manner. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&lt;br /&gt;
# Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increase by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2) As well as +1 to [[Diplomacy|Diplomacy]].&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3) As well as an additional +1 to [[Diplomacy|Diplomacy]]. (now the total bonus should be +2)&lt;br /&gt;
&lt;br /&gt;
; Healing Talent Tree&lt;br /&gt;
: The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
; Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Path  &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Damage&lt;br /&gt;
! Choose Between&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| 1d2 || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Damage || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Damage || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills provided by Path&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
; Persuasive Talent Tree&lt;br /&gt;
: The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
; Leadership Talent Tree&lt;br /&gt;
: The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members, and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma-based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7654</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7654"/>
		<updated>2019-05-13T22:14:11Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** http://dev.d20futurepath.com/wiki/index.php/New_too_P%26P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Character_Path|Character Paths&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7653</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7653"/>
		<updated>2019-05-13T22:12:22Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** http://dev.d20futurepath.com/wiki/index.php/New_too_P%26P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Character_Path|Character Path&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7473</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7473"/>
		<updated>2019-03-03T06:24:24Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** http://dev.d20futurepath.com/wiki/index.php/New_too_P%26P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7472</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7472"/>
		<updated>2019-03-03T06:19:25Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** http://d20futurepath.com/wiki/index.php/New_too_P%26P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7468</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7468"/>
		<updated>2019-03-03T05:57:18Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** http://dev.d20futurepath.com/wiki/index.php/New_too_P%26P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7467</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=7467"/>
		<updated>2019-03-03T05:55:54Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** New_too_P%26P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6892</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6892"/>
		<updated>2018-01-30T04:36:01Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** New To P&amp;amp;P|New To P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6718</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6718"/>
		<updated>2017-10-21T01:24:35Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** New too P&amp;amp;P|New too P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Common.css&amp;diff=6651</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Common.css&amp;diff=6651"/>
		<updated>2017-10-16T05:08:30Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
/*&lt;br /&gt;
 * Allow limiting of which header levels are shown in a TOC;&lt;br /&gt;
 * &amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;, for instance, will limit to&lt;br /&gt;
 * showing ==headings== and ===headings=== but no further.&lt;br /&gt;
 * Used in [[Template:TOC]]&lt;br /&gt;
 */&lt;br /&gt;
.toclimit-2 .toclevel-1 ul,&lt;br /&gt;
.toclimit-3 .toclevel-2 ul,&lt;br /&gt;
.toclimit-4 .toclevel-3 ul,&lt;br /&gt;
.toclimit-5 .toclevel-4 ul,&lt;br /&gt;
.toclimit-6 .toclevel-5 ul,&lt;br /&gt;
.toclimit-7 .toclevel-6 ul {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;br /&gt;
#ca-talk {&lt;br /&gt;
    display: none !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6355</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6355"/>
		<updated>2017-10-11T23:17:47Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** New too P&amp;amp;P|New too P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Defense|- Offense and Defense&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6354</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Sidebar&amp;diff=6354"/>
		<updated>2017-10-11T23:17:26Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* The Future Path&lt;br /&gt;
** FuturePath|Future Path&lt;br /&gt;
** Introduction_Story|Introduction Story&lt;br /&gt;
** Whats Different|Whats Different&lt;br /&gt;
** New too P&amp;amp;P|New too P&amp;amp;P?&lt;br /&gt;
** Alt Rulesets|Alt Rulesets&lt;br /&gt;
** helppage|help&lt;br /&gt;
* Rules&lt;br /&gt;
** Basics|Getting Started&lt;br /&gt;
** Alignment|Alignment&lt;br /&gt;
** Ability Scores|Ability Scores&lt;br /&gt;
** SkillsBasics|Skills Basics&lt;br /&gt;
** Proficiency Tree|Proficiency Tree&lt;br /&gt;
** Combat|Combat&lt;br /&gt;
** Advantage|- Advantage&lt;br /&gt;
** Conditions|- Conditions&lt;br /&gt;
** Defense|- Offense and Defense&lt;br /&gt;
** Health and Injury|- Health and Injury&lt;br /&gt;
** Transportation|Transportation&lt;br /&gt;
* Characters&lt;br /&gt;
** Character Creation and Advancement|Character Creation and Advancement&lt;br /&gt;
** Core Class|Core Classes&lt;br /&gt;
** Advance Classes|Advance Classes&lt;br /&gt;
** Hero Companions|Hero Companions&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Skills|Skills&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** Techniques|Techniques&lt;br /&gt;
* Character Customization&lt;br /&gt;
** Difficulties|Difficulties&lt;br /&gt;
** Cybernetics|- Cybernetics&lt;br /&gt;
** Mutations|- Mutations&lt;br /&gt;
** Psionics|- Psionics&lt;br /&gt;
** Prestige Classes|Prestige Classes&lt;br /&gt;
** ArchTypes|ArchTypes&lt;br /&gt;
** Backgrounds|Backgrounds&lt;br /&gt;
** Inertia|- Inertia&lt;br /&gt;
* Wealth and Equipment&lt;br /&gt;
** Wealth and Money|Wealth&lt;br /&gt;
** Armor|Armor&lt;br /&gt;
** Weapons|Weapons&lt;br /&gt;
** General Equipment|General Equipment&lt;br /&gt;
** Gadgets|Gadgets&lt;br /&gt;
** Vehicles|Vehicles&lt;br /&gt;
** Space Ships|Space Ships&lt;br /&gt;
** Ship Equipment|- Ship Equipment&lt;br /&gt;
** Lifestyle &amp;amp; Services|Lifestyle &amp;amp; Services&lt;br /&gt;
* Campaign Setting&lt;br /&gt;
** Campaign Setting|Campaign Introduction&lt;br /&gt;
** Tech Level and Civ Progress|Tech Level and Civ Progress&lt;br /&gt;
** Species|Species&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Galaxy Map|Galaxy Map&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6162</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6162"/>
		<updated>2017-09-27T07:39:21Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Combat Medic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;Professional Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6161</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6161"/>
		<updated>2017-09-27T07:39:02Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Space Marine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;Professional Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6160</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6160"/>
		<updated>2017-09-27T07:37:48Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Helix Warrior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;Professional Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6159</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6159"/>
		<updated>2017-09-27T07:36:42Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;Professional Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6158</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6158"/>
		<updated>2017-09-27T07:36:18Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained Professional&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6157</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6157"/>
		<updated>2017-09-27T07:35:48Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Engineer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Constitution &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#Profession_Kits|Professional Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6156</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6156"/>
		<updated>2017-09-27T07:34:19Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Engineer&amp;#039;s Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;Professional Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: Professional Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6155</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6155"/>
		<updated>2017-09-27T07:33:51Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Engineer&amp;#039;s Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained Professional&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6154</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6154"/>
		<updated>2017-09-27T07:32:53Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starfighter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Charisma Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6153</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6153"/>
		<updated>2017-09-27T07:31:49Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starfighter&amp;#039;s Class Features: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;Pilot Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=6152</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=6152"/>
		<updated>2017-09-27T07:26:06Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Path of Charisma (Charismatic Hero) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Core Classes. This is the foundation of a Future Path hero. The Core Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can further customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|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 Core Class. The main things that make each core class stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core 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 Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advance classes that you can choose from. This is not a restriction nor a requirement. A player is free too choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Table (Located to the right of the Core Class Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
* Class Level: The character’s level in the class.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&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;
**Feats: Every basic class offers a selection of feats to choose from. A character gains a feat upon attaining each even-numbered level in a class. These feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
* Extra Attack: This grants the character the ability to preform an extra attack once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of +1 to the Ability of there choice, +1 to there Tech Rank which can improve there item use/repair/modify/crafting, or lastly a Bonus Feat from the Misc. category.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Pick One&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The are Heroes that favor strength and action over sitting and thinking. Its not necessary that they do not appreciate or value intelligence its just they find using there strength an easier and more dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that relay on there physical power. &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 (First Level: 8, Level Up Average: 5)&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: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 6th, 12th and 18th level the Strong Hero gains a Talent. You must select a Talent tree to follow.&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 efforts. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally the Hero can do 1 Extreme Effort and gain a triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&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: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Aggressive Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when preforming Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when preforming Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Healthy Talent Tree&lt;br /&gt;
:The Tough hero has more then normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
;Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Attack || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&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|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage sense the hero has found a weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat and you gain Intelligence Mod +1.&lt;br /&gt;
# Advanced Strategy: This is Strategy except now it is Intelligence Mod +3.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&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: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Empathetic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&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 changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2)&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Medical Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
;Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2 and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Attack || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Envoy|Envoy]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Persuasive Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain advantage to add another and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
;Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Path&amp;diff=6151</id>
		<title>Character Path</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Path&amp;diff=6151"/>
		<updated>2017-09-27T07:25:31Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Path of Dexterity (Fast Hero) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Here is the is the list of The Future Path Core Classes. This is the foundation of a Future Path hero. The Core Class is the framework upon which a Future character is built. The Future Hero comes from many different walks of life. You can further customize your hero as they progress by adding an [[Advance_Classes|Advance Class]] and for more advance players [[ArchTypes|ArchTypes]], and [[Prestige_Classes|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 Core Class. The main things that make each core class stand out from each other are, Ability Affinity,Hit Die and the Talent Trees. All these things are explained below in more detail.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Ability Affinity &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This entry tells which ability the core 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 Core Classes &amp;quot;Advantage Die&amp;quot; as an extra modifier to the roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the left just below Touch and Flat-Footed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Hit Die&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: The die type used by characters of the class to determine the number of hit points gained per level.  A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;First Level&amp;lt;/u&amp;gt;: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied). &lt;br /&gt;
&lt;br /&gt;
: &amp;lt;u&amp;gt;Level Up Average&amp;lt;/u&amp;gt;: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the [[Character_Creation_and_Advancement#Calculating_Health|Character Creation and Advancement]] page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Skills&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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 gains each level which implies how many skill points a Character starts out at level 1. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is &#039;SKILLS&#039;. This is where skills are recorded. Each skill has a box that can checked to record if the skill is a class skill or not that is located to the very far left of the skill name. There are actually two boxes. One for &#039;Class&#039; and one for &#039;Trained&#039;. For all class skills you can check the box under the &#039;Class&#039; section.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: To learn more about skills you can go to the [[SkillsBasics|Skill Basics]] page.&lt;br /&gt;
&lt;br /&gt;
: To learn more about spending skill points you can go to [[Character_Creation_and_Advancement#Allocate_Skill_Ranks| Allocate Skill Points]] on the Character Creation and Advancement page.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Skill Points at Each Additional Level&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is how many Skill points a new character gets each time they level up including level 1. It is either 1 + Int Mod or 2 + Int Mod. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Recommended Advance Classes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a recommendation of advance classes that you can choose from. This is not a restriction nor a requirement. A player is free too choose whatever path they imagine there Character taking as long as it follows the rules. These are merrily suggestions to help a newer player make a choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Starting Feats&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
: This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advance Class restricts the Feat. To learn more about Feats review the Feats page [[Feats|here]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
;Class Table (Located to the right of the Core Class Section)&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&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;
* Class Level: The character’s level in the class.&lt;br /&gt;
* Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an &#039;Affinity&#039;/&#039;Proficiency&#039; or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more review the [[Advantage]] page.&lt;br /&gt;
* Class Features: This entry details special characteristics of the class, including feats and unique talents, that are gained as a character attains higher levels in the class. Each is explained below:&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;
**Feats: Every basic class offers a selection of feats to choose from. A character gains a feat upon attaining each even-numbered level in a class. These feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.&lt;br /&gt;
* Extra Attack: This grants the character the ability to preform an extra attack once per turn as a full round action. &lt;br /&gt;
* Custom Character Bonus: Here the character chooses between an Ability Score bonus of +1 to the Ability of there choice, +1 to there Tech Rank which can improve there item use/repair/modify/crafting, or lastly a Bonus Feat from the Misc. category.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path of Strength (Strong Hero) ==&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: The Strong Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Pick One&amp;lt;br /&amp;gt;Custom Character Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || -&lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The are Heroes that favor strength and action over sitting and thinking. Its not necessary that they do not appreciate or value intelligence its just they find using there strength an easier and more dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes and people that relay on there physical power. &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 (First Level: 8, Level Up Average: 5)&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: [[Athletics]](Str), Choose Two: [ [[Intimidate]](Cha), [[Sense_Motive|Sense Motive]](Wis), [[Survival]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dimension_Knight|Dimension Knight]], [[Advance_Classes#Helix_Warrior|Helix Warrior]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Strength Talents ===&lt;br /&gt;
:At 1st, 6th, 12th and 18th level the Strong Hero gains a Talent. You must select a Talent tree to follow.&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 efforts. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Extreme Effort: The effort requires a full-round action and provides an [[Advantage|advantage]] bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.&lt;br /&gt;
# Athleticism: The Hero can swim and climb at the same speed as they can walk or run.&lt;br /&gt;
# Improved Extreme Effort: As Extreme Effort but now it provides x2 Advantage or be done twice a day. So you can do it once and gain x2 Advantage or do Extreme Effort and only get one advantage and save another chance to do give another Extreme Effort another time.&lt;br /&gt;
# Advanced Extreme Effort: Just as Improved Extreme Effort but now x3 Advantage and can also be divided up. The Hero can choose to do three attempts in a day each providing 1 Advantage die or do 2 Extreme Efforts one providing x2 while the other providing only x1. Or finally the Hero can do 1 Extreme Effort and gain a triple Advantage.&lt;br /&gt;
&lt;br /&gt;
;Melee Smash Talent Tree&lt;br /&gt;
:The Strong hero has an innate talent that increases melee damage. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Melee Smash: The Strong hero receives a +1 bonus on melee damage.&lt;br /&gt;
# Combat Expert: The Strong hero gains an [[Techniques#Combat.2C_Advance_Techniques|Advanced Combat Technique]] for free. &lt;br /&gt;
# Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).&lt;br /&gt;
# Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).&lt;br /&gt;
&lt;br /&gt;
== Path of Dexterity (Fast Hero) ==&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: The Fast Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Affinity  &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| -  || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent  || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| -  || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || - &lt;br /&gt;
|-&lt;br /&gt;
|10th||1d10 || - || - || - &lt;br /&gt;
|-  &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d12|| Talent || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|13th||1d12|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||2d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || - &lt;br /&gt;
|-&lt;br /&gt;
|18th||2d10|| Talent || -|| -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc)&lt;br /&gt;
|}&lt;br /&gt;
These Heroes have good reflexes, hand-eye coordination and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers that concentrate on ranged weapons, or people who may wish to get in and out of a situation quickly.&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  (First Level: 8, Level Up Average: 5)&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: [[Acrobatics]](Dex), Choose Two: [ [[Pilot]](Dex) [[Sleight_of_Hand|Sleight of Hand]](Dex), [[Stealth]](Dex)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Starfighter|Starfighter]], [[Advance_Classes#Space_Marine|Space Marine]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Athletic]] or [[Acrobatic]]&lt;br /&gt;
&lt;br /&gt;
=== Dexterity Talents ===&lt;br /&gt;
:At 1st, 6th, 12th and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.&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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Evasion: The Fast hero gets a +1 to Dexterity Saving throws.&lt;br /&gt;
# Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw with the DC being the opponent&#039;s accuracy check. If successful the Fast hero successful doges the attack.&lt;br /&gt;
# Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.&lt;br /&gt;
# Improved Uncanny Dodge:  Like Uncanny Dodge but now once per combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Aggressive Talent Tree&lt;br /&gt;
:The Fast hero can increase his or her natural base speed. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Increased Speed: The Fast hero’s base speed increases by 5 feet.&lt;br /&gt;
# Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.&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). The Hero gains advantage when preforming Charge or Tackle Combat Techniques.&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). The Hero gains another advantage when preforming Charge or Tackle Combat Techniques stacking from Improved Increase Speed.&lt;br /&gt;
&lt;br /&gt;
== Path of Constitution (Tough  Hero) ==&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: The Tough Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving that would down others. They are built like a tank and have great stamina. These are people who are more willing to do dangerous things. They are more likely to survive the harshness of Space exploration and are usually the defenders of support military units. &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 (First Level: 10, Level Up Average: 6)&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: [[Athletics]](Str), Choose Two: [ [[Acrobatics]](Dex), [[Intimidate]](Cha), [[Survival]](Wis), [[Perception]](Wis)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 1 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Dreadnought|Dreadnought]], [[Advance_Classes#Shield_Splicer|Shield Splicer]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Endurance]] or [[Confident]]&lt;br /&gt;
&lt;br /&gt;
=== Constitution Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Healthy Talent Tree&lt;br /&gt;
:The Tough hero has more then normal Stamina and seams to be able to take more of a beating before going down. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healthy Body: The Tough Hero gets 1 extra hit point per level.&lt;br /&gt;
# Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for &#039;Full Rest&#039; and healing over time acts twice as fast. For more rules on healing over time go to [[Health_and_Injury#Natural_Healing|Health and Injury]] page.&lt;br /&gt;
# Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.&lt;br /&gt;
# Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.&lt;br /&gt;
&lt;br /&gt;
;Damage 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. Except for the &#039;Damage Reduction&#039; which has Prerequisites.&lt;br /&gt;
* Chemical Resistance: The Tough hero 1 DR against Chemical damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At 10 level this becomes 2 DR.&lt;br /&gt;
* Electricity Resistance: The Tough hero 1 DR against Electricity damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&lt;br /&gt;
* Thermal Resistance: The Tough hero 1 DR against Thermal damage. At 8th level this becomes 2 DR and at 16 it becomes 3 DR.&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;
;Unbreakable Talent Tree&lt;br /&gt;
:The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.&lt;br /&gt;
* Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the damage left is less then zero then there Con Score is brought too 1.&lt;br /&gt;
* Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0 and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might be a better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However the Hero&#039;s speech sounds extremely weak)&lt;br /&gt;
* Second Wind: The Tough hero can spend a full round action once per day and only if not [[Conditions#Fatigued|fatigued]] or [[Conditions#Exhausted|exhausted]]. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At 10th level this increases to two hit die. (2d10)&lt;br /&gt;
** Prerequisites: Undying or Remain Conscious.&lt;br /&gt;
* Iron Stomach:  The Tough hero can once per day shrug off a [[Conditions#Nauseated|Nauseated]] or [[Conditions#-_Sickened|Sickened]] condition.&lt;br /&gt;
&lt;br /&gt;
== Path of Intelligence (Smart Hero) ==&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: The Smart Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Attack || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Smart Hero is all about brains over brawn. They relay on there academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and there expertise. These are your scientists and engineers, they will be working with robots or studying alien life forms. In the military they are used to help make a unit more flexible. &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 (First Level: 6, Level Up Average: 4)&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|Computer Use]](Int), [[Study]](Int), Choose Two: [(Any [[Knowledge]] Skill)(Int), (Any One [[Craft]] Skill)(Int)]&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Engineer|Engineer]], [[Advance_Classes#Electro-Mancer|Electro-Mancer]], [[Advance_Classes#Technosavant|Technosavant]]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Educated]] or [[Studious]]&lt;br /&gt;
&lt;br /&gt;
=== Intelligence Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Research Talent Tree&lt;br /&gt;
:The Smart hero has a natural aptitude for study and fact-finding. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Research: Gain a +1 Misc bonus to any Intelligence based Skill.&lt;br /&gt;
# Book Worm: Gain a +2 Misc bonus to the Study skill.&lt;br /&gt;
# Savant: Select any one Knowledge or one Crafting skill to be a class skill.&lt;br /&gt;
# Improved Research: Gain another +1 Misc bonus to any Intelligence base Skill.&lt;br /&gt;
&lt;br /&gt;
;Strategy Talent Tree&lt;br /&gt;
:The Smart hero has the brainpower to see solutions in most situations. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Strategy:  Once per combat the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.&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 makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level round down as a Simple action. If the target has a CR rating of 7 and the Hero is level 5 then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage sense the hero has found a weaknesses in his opponent’s fighting style. &lt;br /&gt;
# Improved Strategy: This is Strategy except now it is once per opponent instead of combat and you gain Intelligence Mod +1.&lt;br /&gt;
# Advanced Strategy: This is Strategy except now it is Intelligence Mod +3.&lt;br /&gt;
&lt;br /&gt;
== Path of Wisdom (Dedicated Hero) ==&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: The Dedicated Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|- &lt;br /&gt;
|13th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || &lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||2d8|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|20th||2d10|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|} &lt;br /&gt;
A Dedicated Hero is one that is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read an situation better then others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find there targets or explore the great unknown expanses of the universe. &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 (First Level: 6, Level Up Average: 4)&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: [[Perception]](Wis), [[Sense_Motive|Sense Motive]](Wis), Choose Two: [ [[Profession]](Wis), [[Diplomacy]](Cha), [[Survival]](Wis), [[Study]](Int)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Xenophile|Xenophile]], [[Advance_Classes#Tracer|Tracer]], [[Advance_Classes#Combat Medic|Combat Medic]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Studious]] or [[Attentive]]&lt;br /&gt;
&lt;br /&gt;
=== Wisdom Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Empathetic Talent Tree&lt;br /&gt;
:The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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. +1 Misc bonus to the [[Sense_Motive|Sense Motive]] Skill.&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 changes to +2 at level 12 and changes again to +3 at level 18.&lt;br /&gt;
# Improved Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +2)&lt;br /&gt;
# Advanced Empathy: Gain an additional +1 to the [[Sense_Motive|Sense Motive]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Healing Talent Tree&lt;br /&gt;
:The Dedicated hero has a talent for healing. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Healing Touch: The Wise hero gains a +1 Misc to the [[Treat_Injury|Treat Injury]] skill.&lt;br /&gt;
# Medical Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.&lt;br /&gt;
# Improved Healing Touch: Gain an additional +1 to the [[Treat_Injury|Treat Injury]] skill. (The total should now be +2)&lt;br /&gt;
# Advanced Healing Touch:  Gain an additional +1 to the [[Treat_Injury|Treat Injury]] Skill. (The total should now be +3)&lt;br /&gt;
&lt;br /&gt;
;Aware Talent Tree&lt;br /&gt;
: The Dedicated hero’s innate senses serves her well. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Aware: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero&#039;s Passive [[Perception]] score is now +1. At lvl 12 it goes to +2 and at lvl 18 it goes to +3.&lt;br /&gt;
# Improved Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
# Advanced Awareness: The Dedicated hero chooses either [[Survival|Survival]] or [[Perception|Perception]] to gain a +1 Misc Bonus.&lt;br /&gt;
&lt;br /&gt;
== Path of Charisma (Charismatic Hero) ==&lt;br /&gt;
&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: The Charismatic Hero&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Advantage &amp;lt;br /&amp;gt;Die&lt;br /&gt;
! Class &amp;lt;br /&amp;gt;Features&lt;br /&gt;
! Extra Attack&lt;br /&gt;
! Custom Character &amp;lt;br /&amp;gt; Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1st|| - || Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd||1d2|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd||1d2|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th||1d4|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|5th||1d4|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|6th||1d6|| Talent || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th||1d6|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|8th||1d6|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|9th||1d8|| Feat || - || -&lt;br /&gt;
|- &lt;br /&gt;
|10th||1d8 || - || - || -&lt;br /&gt;
|- &lt;br /&gt;
|11th||1d8|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|12th||1d10|| Talent || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|13th||1d10|| - || Extra Attack || -&lt;br /&gt;
|-&lt;br /&gt;
|14th||1d10|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|15th||1d12|| Feat || - || -&lt;br /&gt;
|-&lt;br /&gt;
|16th||1d12|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|-&lt;br /&gt;
|17th||1d12|| - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|18th||2d8|| Talent || - || -&lt;br /&gt;
|- &lt;br /&gt;
|19th||2d8|| - || Extra Attack || -&lt;br /&gt;
|- &lt;br /&gt;
|20th||2d8|| - || - || Ability/Tech/Bonus Feat(Misc) &lt;br /&gt;
|}&lt;br /&gt;
The Charismatic Hero is never shy and always willing to take advantage of either there looks or words to influence others or get there own way. They can be seductive and interesting people and poses a personal magnetism that can make them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers as well as crooks that while try to swindle your money away.&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 (First Level: 6, Level Up Average: 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Charismatic hero’s class [[Skills]] (and the key ability for each skill) are: [[Diplomacy]](Cha), Perform(Cha), Choose Two: [ [[Profession]](Wis), [[Bluff]](Cha), [[Disguise]](Cha), [[Sense_Motive|Sense Motive]](Wis)], Any One [[Knowledge]](Int)&lt;br /&gt;
&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 Each Additional Level&amp;lt;/u&amp;gt;: 2 + Int modifier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Recommended Advance Classes&amp;lt;/u&amp;gt;: [[Advance_Classes#Ambassador|Ambassador]], [[Advance_Classes#Field_Officer|Field Officer]], [[Advance_Classes#Swindler|Swindler]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Feats&amp;lt;/u&amp;gt;: [[Deceptive]] or [[Trustworthy]]&lt;br /&gt;
&lt;br /&gt;
=== Charisma Talents ===&lt;br /&gt;
: At 1st, 6th, 12th and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.&lt;br /&gt;
&lt;br /&gt;
;Persuasive Talent Tree&lt;br /&gt;
:The Charismatic hero has an innate talent for being charming and captivating. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Persuasive: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain advantage to add another and the help provides an additional +2 bonus. &lt;br /&gt;
# Improved Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Persuasion: The Charismatic Hero chooses between [[Diplomacy|Diplomacy]] or [[Intimidate|Intimidate]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
;Beguile 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. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&lt;br /&gt;
# Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.&lt;br /&gt;
# Improved Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
# Advanced Deceiver: The Charismatic Hero choosing between [[Bluff|Bluff]] or [[Disguise|Disguise]] skills to gain a +1 Misc bonus.&lt;br /&gt;
&lt;br /&gt;
;Leadership Talent Tree&lt;br /&gt;
:The Charismatic hero has a talent for leadership and inspiration. Take the following &#039;&#039;&#039;in order&#039;&#039;&#039;.&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 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for 1d4 rounds. The hero can only coordinate up to 3 party members and this does not include themselves.&lt;br /&gt;
# Confidence: Once per day the Charismatic Hero can gather his or her&#039;s confidence to gain an advantage on any Charisma based check.&lt;br /&gt;
# Improved Coordinate: Like Coordinate except it provides a +2 bonus and lasts for 1d6 rounds.&lt;br /&gt;
# Advanced Coordinate: Like Coordinate except it provides a +3 bonus and lasts for 1d8 rounds.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6150</id>
		<title>Advance Classes</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes&amp;diff=6150"/>
		<updated>2017-09-27T07:24:35Z</updated>

		<summary type="html">&lt;p&gt;Server: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6149</id>
		<title>Advance Classes Scratch</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6149"/>
		<updated>2017-09-27T07:23:28Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Shield Splicer&amp;#039;s Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally can only effect that ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6148</id>
		<title>Advance Classes Scratch</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6148"/>
		<updated>2017-09-27T07:23:07Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Shield Splicer&amp;#039;s Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
:: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; The effects of *ALL* the talents that provide shields to an ally player can only effect the ally as long as they are within a certain range of the Shield Splicer. The range is 60ft + 10ft per Wisdom Mod. If they move past that range they loose whatever effect the Shield Splicer gave them and returning back in range will not bring the effect back unless the Shield Splicer spends the time to use the talent again if possible.&lt;br /&gt;
&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6147</id>
		<title>Advance Classes Scratch</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6147"/>
		<updated>2017-09-27T07:20:23Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Multi-Class Advance Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
## (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6146</id>
		<title>Advance Classes Scratch</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6146"/>
		<updated>2017-09-27T07:20:08Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Multi-Class Advance Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level. If you are a level 10 Strength Hero then your Character Level is 10. Core class levels do not compete with all other class types. As you level up you always level up your Core Class.&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up your Character from level 4 to 5 and happens to also be a level 3 Starfighter then you can add another level in your Starfighter class. However if you wanted to MutliClass and also become a Tracer level 1 if you meat the requirements. This means you will have to sacrifice taking a new level in Starfighter. So in the end you will be a level 5 Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the Player advances his Character they will want to take more then one class type. Advance Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes. There are also Prestige classes that are designed to continue along a more specific path usually combining two Advance Classes together with a more specific theme.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
: (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
# You can MultiClass as long as your Character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6145</id>
		<title>Advance Classes Scratch</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6145"/>
		<updated>2017-09-27T07:14:44Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Prestige Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a way to grow beyond the Advance Classes. It requires one or more Advances Classes that together help form a more specific theme. The Prestige Class then attempts to add new features and abilities keeping within the spirit of the theme. Usually having between 5 and 10 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level(Unless they are Multi-Core Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Core class levels do not compete with all other class types. As you level up you always level up your Core Class. You can choose another Core Class and thus have Mutli Core Classes and the rules for this are explained [[Future_Hero_Base_Class#Multi_Base_Class|here]].&lt;br /&gt;
&lt;br /&gt;
Here we will talk about Multi-Classing Advance Classes&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 3 Dogfighter then you can add another level in your Dogfighter class. However if you wanted to MutliClass and also become say a Tracer level 1 you can. Except you will have to sacrifice taking a new level in Dogfighter. So in the end you will be a level 5 Strong Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the player advances his Character they will want to take more then one class type. Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. There are also Prestige classes that are designed to continue to advance a Character with a more specific theme and usually require levels in mutli classes. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
: (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies. &lt;br /&gt;
&lt;br /&gt;
You can MultiClass as long as your Character meets the requirements. &lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6144</id>
		<title>Advance Classes Scratch</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Advance_Classes_Scratch&amp;diff=6144"/>
		<updated>2017-09-27T07:11:49Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Xenophile&amp;#039;s Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;toclimit-1&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;float:right; margin-left: 20px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Below are a list of Advance Classes that provide more specific features to a Character. They can also help provide focus to your Character&#039;s roll in both combat and role play. &lt;br /&gt;
&lt;br /&gt;
All Advance Classes are formatted the same. First there is a description of the Class that may have some &#039;flavor text&#039;. Then there are &#039;&#039;&#039;Requirements&#039;&#039;&#039;, &#039;&#039;&#039;Restrictions&#039;&#039;&#039;, &#039;&#039;&#039;Class Information&#039;&#039;&#039; (which includes a table), and lastly &#039;&#039;&#039;Class Features&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
All Advance classes require your character to be at least level 2. &#039;&#039;&#039;Requirements&#039;&#039;&#039; are centered around what Core Class you picked but that doesn&#039;t limit the Advance Classes. If you do not meet the Core Class requirement then you can instead try for Ability Score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039; can stop a player from taking the class or risk the punishment of no longer having that feature. For example if one of the restrictions is &#039;Armor Proficiency (heavy)&#039;. That means that if a Character has that Feat they cannot be that Advance Class or else they have to remove that Feat. Removing a Feat doesn&#039;t mean you get too pick another one. It is simply gone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;white-space: pre-wrap; &lt;br /&gt;
white-space: -moz-pre-wrap; &lt;br /&gt;
white-space: -pre-wrap; &lt;br /&gt;
white-space: -o-pre-wrap; &lt;br /&gt;
word-wrap: break-word;&amp;quot;&amp;gt;&lt;br /&gt;
Editing Character Sheet (Path): 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;. This is the same place you put your &#039;Path&#039; or &#039;Core Class&#039;. You can also specify what Advance Class you are and what level you have in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Medic ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Combat Medic&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Medic!, Quick Chemistry &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Extra Curricular Brewing&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Helpful Hand&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| I&#039;m there when you need me!&lt;br /&gt;
|-&lt;br /&gt;
|7th|| In-Field Chemistry&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Resolve&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Never gonna let you go&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Biological Weakness&lt;br /&gt;
|}&lt;br /&gt;
&amp;quot;No one gets left behind&amp;quot;. That is the motto of at Combat Medic. No matter what species you may be there is something we all share. Death. Although some have learned to stave off death pretty effectively. But the relentless turn of time slowly grinds the soul and the law of entropy eats away at the flesh and in the end no one can truly escape Death forever. But a long life is what a Combat Medic tries to help grantee his squad. No Army is complete without some medical services. Some way to combat death. To fight death is to fight the true enemy of war. &lt;br /&gt;
&lt;br /&gt;
Combat Medics rush out to danger zones and attempt to heal or if all else to transport the wounded into safe zones. After many years of service they take there skill to the frontiers of space. Death is assaulting the peoples of the Great Ring at every turn. The services of a Combat Medic is never refused. &lt;br /&gt;
&lt;br /&gt;
Choose the Combat Medic if you want to be able to assist in combat by fighting the real enemy Death. &lt;br /&gt;
&lt;br /&gt;
The fasted path to the Combat Medic is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Wisdom score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom, Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Combat Medic&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Medic!&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic is able to more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks while in combat are considered Simple Actions instead Full Round actions. This only counts for restoring HP not for stabilizing a dying character. &lt;br /&gt;
&lt;br /&gt;
:When a natural 20 is rolled for [[Treat_Injury|Treat Injury]] skill an Inertia point is earned and the Health restored is the maximum possible. &lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Combat Medic can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic reduces the cooking/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Brewing&lt;br /&gt;
: You where a class favorite in the academy. Your teachers thought you worked extra hard even outside of class. Little did they know your hard work was making and experimenting with advanced bio-chemistry. In other words you made drugs that could get you high. You learned in class the best way to make all sorts of drugs that can &#039;enhance&#039; your experience while also landing you in jail. However now days you taking your extra curricular activities into the real world and use it to help enhance yourself and/or your teammates in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Combat Medic can craft Resistance Concoction and Boosters from the [[General_Equipment#Medical_Items|Medical Items]] list in combat as a full around action with a DC15 for non Masterworked. +2 to DC for each Tech Level above 2 or Masterworked level added. The Combat Medic will need a Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit and a &#039;delivery method&#039; such as a syringe in order to attempt the check. If successful they will have one use only Drug. But due to the fast and dirty way it was made it quickly becomes useless within an hour. If they fail the &#039;delivery method&#039; device is not used up but a use of the Chemistry or [[-_Pharmaceutical|Pharmaceutical]] kit is still used up.&lt;br /&gt;
&lt;br /&gt;
;Advanced [[-_Pharmaceutical|Pharmaceutical]]s&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Combat Medic gets better at applying there education and training an gains one Rank in Craft [[-_Pharmaceutical|Pharmaceutical]]s even if it exceeds there level limit. Also gains advantage when attempting to craft [[-_Pharmaceutical|Pharmaceutical]] items outside of combat. This doesn&#039;t count toward the &#039;Extra Curricular Brewing&#039;. &lt;br /&gt;
&lt;br /&gt;
;Helpful Hand&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Combat Medic has learned through experience and training how to better heal. The Combat Medic now gains an advantage while using the [[Treat_Injury|Treat Injury]] check even while in combat and gets to add there advantage die roll to the HP restored. The Combat Medic will heal a person at least +1 HP even if they fail the [[Treat_Injury|Treat Injury]] check. As long as they don&#039;t roll a natural 1. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the base HP is now +4 HP even if fail and at &#039;&#039;&#039;10th&#039;&#039;&#039; it is now 2 advantage bonuses stacked and +8 HP even if fail.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Combat Medic gains a Bonus Feat they can choose from the following Categories: &lt;br /&gt;
&lt;br /&gt;
;I&#039;m there when you need me!&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Combat Medic gets a 10ft bonus movement range and is no longer effected by rough terrain or by different or zero gravity environments when it comes too movement.&lt;br /&gt;
&lt;br /&gt;
;In-Field Chemistry&lt;br /&gt;
: Special training classes focused on combating chemical warfare have familiarized the Combat Medic with the different horrible Poisons, acids and other deadly chemicals and diseases often used as weapons of war. &lt;br /&gt;
&lt;br /&gt;
: Started at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Combat Medic gains advantage when ever attempting to Identify, [[Study]], or Craft a Antidotes for deadly chemical substances. This advantage may stack with other advantages gained from other talents.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Combat Medic gains a morale bonus equal to one-half his Combat Medic class level (rounded down) on saving throws to resist fear effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Never gonna let you go&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, a Combat Medic can stabilize a character as a Simple Action even while in combat. There is no need for a roll as long as the Combat Medic has a usable Medical Kit or similar device. &lt;br /&gt;
&lt;br /&gt;
;Biological Weakness&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Combat Medic can use there knowledge of anatomy to tear down instead of build up. By taking a simple action and doing a [[Knowledge]] Science or simply an Intelligence check of DC15 the Combat Medic can recall a weakness regarding a target as long as the target is a sentient common species found in the Universe. They can only preform this once per target per combat. If successful they gain an additional advantage on attack rolls against the target for the remainder of the combat.&lt;br /&gt;
&lt;br /&gt;
== Dimension Knight ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dimension Knight&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Detect Rift, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Dimensional Tricks, &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Weapon Training, &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Gate Traveler, Order Talent&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Always suited&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Expert Weapon Training, Dimensional Tricks&lt;br /&gt;
|-&lt;br /&gt;
|9th|| No Place Like Home&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Dimensional Tricks, Order Talent&lt;br /&gt;
|}&lt;br /&gt;
Scarlet looked up at the unfamiliar night sky. The sky was an unexpected reminder of the odd day she had. Just yesterday her world was much smaller. Today it is larger then the Universe itself. She had fought weird monsters and traveled too a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at alien stars. The galaxy this planet was in wasn&#039;t shaped like the Milky Way. In the Milky Way the &#039;Ring of Life&#039; is visible on all planets. Instead this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
She wondered what other things are different about this galaxy. About this dimension. And the strange man that brought her here. He explained mostly by showing. A direct and somewhat terrifying approach. He mentioned about how she had recently &#039;awoken&#039; her powers and that it sent some sort of &#039;ripple&#039; through inter-dimensional static that he and his order listen closely too. She could tell he had done this sort of thing before. He left to go get food a while ago. Leaving her alone with her thoughts. With more questions then answers and with the sudden realization that her life will never been the same. &lt;br /&gt;
&lt;br /&gt;
What is this order? And why are they so interested in finding me before anybody else? Why do I have these powers? And just how far can I take them? &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until much later that Scarlet got her answers. She now patrols the cosmos protecting it from itself making sure rifts in space-time do not cause irreparable harm. And stopping other Orders of Knights who also posses such powers from causing them. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s pick Dimensional Knight if they want Character&#039;s that travel far and wide under the clock of a secret Order which has it&#039;s goals rooted within fabric of the cosmos itself.&lt;br /&gt;
&lt;br /&gt;
The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Dimension Knight , a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
# Order: At level 1 Dimension Knight the Character must pick an Order too follow. (More about this in Extra Info)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Dimension Knights swear off guns. They use special melee weapons. A Knight gets his saber or other melee weapon of choice once he or she is knighted. Practice and patience reveals what type of melee weapon a Dimension Knight favors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Strength and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dimension Knight’s class skills are as follows. [[Athletics]] (Str), [[Intimidate]] (Cha), Choose Any One [[Knowledge]](Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Dimension Knight must pick and Order that the Knight belongs too. (Optional: You can talk too your GM about making your own Order and possibly change out or mix and match abilities that the different Orders have!)&lt;br /&gt;
&lt;br /&gt;
=== Dimension Knight&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
; Detect Rift&lt;br /&gt;
: Starting at the &#039;&#039;&#039;1st&#039;&#039;&#039; level. Using a [[Perception]] check the Dimension Knight can sense something no other player can. A shift/bend/disturbance in spacetime itself. They can also detect abnormally strong or sturdy parts of spacetime where bending it may be difficult. (and FTL drives might not work) This can be useful to detect &#039;Gates&#039; or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for space ships can cause minor disturbances as well and thus detectable by a Dimension Knight without special equipment. The distance at which the disturbance of an FTL is within low/medium orbit of a planet to give an example.&lt;br /&gt;
&lt;br /&gt;
; Dimensional Tricks&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; and preceding on every &#039;&#039;&#039;even&#039;&#039;&#039; level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can preform. Each Trick has its own rules on how often it can be used. At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Dimensional Knight actually gains 2 Dimensional Tricks. To view a list of all Tricks visit the [[Techniques#Dimensional_Tricks|Dimensional Tricks]] section of the [[Techniques]] page.&lt;br /&gt;
&lt;br /&gt;
; Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.&lt;br /&gt;
&lt;br /&gt;
; Gate Traveler&lt;br /&gt;
: Starting on the &#039;&#039;&#039;5th&#039;&#039;&#039; level the Dimension Knight can open up a &#039;Gate&#039; to travel through. &#039;Gates&#039; are portals through space or time or dimensions or some combination of the three. Sometimes they can be detectable and usable by others but many more are never known by anybody but the Dimension Knights. A lot of them are unpredictable and unstable and can cause real harm to neighbor star systems. While others have been in existence for millions of years. Dimension Knights can use there powers to open these Gates or make new ones to be temporarily used by them or others. To do so requires a [[Survival]] Check to see if the Character&#039;s action on the Gate is successful. The actions are to &#039;open&#039;, &#039;stabilize/make unstable&#039;, &#039;close&#039;. The DC is dependent on how easy the GM allows the Gate to be. But it should never be lower then 10 or higher then 40. A more difficult Gate shouldn&#039;t determine how far it can take a Character or how long it will last. However two way Gates are special and thus get a +5 DC to working with them. &lt;br /&gt;
&lt;br /&gt;
: If you want to travel through the Gate another [[Survival]] check is required to insure that you make it in one piece and without any funky side effects. Such as body swapping, or transmutation. The most common side effect is just [[Conditions#Nauseated|Nauseated]]. The Dimension Knight makes this check for herself and all other people. Which for an unstable Gate is DC 15 + Mods and a stable Gate is 8 + GM&#039;s Mod. The Dimension Knight can add their Character&#039;s Affinity Die too the check because of their expertise. A Dimension Knight can walk through a stable gate without checking. A Dimension Knight can also assist other players through the Gate. You cannot take 10 or 20 when attempting to travel through a Gate.&lt;br /&gt;
&lt;br /&gt;
: A Dimension Knight cannot know where the gate leads or if the gate is two way or not A Gate may open up into a water world and send water and alien fish creatures into your own spacetime. A die is rolled and the Player must guess high or low or even or odd. If correct the gate at least close to what the Knight wanted. If wrong it is up to the GM to decide what happens next. A single Dimension Knight doesn&#039;t have the power to open a Gate into a completely different Galaxy or time travel. Not without a series amount of help and training. &lt;br /&gt;
&lt;br /&gt;
; Always suited&lt;br /&gt;
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree. &lt;br /&gt;
&lt;br /&gt;
; Expert Weapon Training&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].&lt;br /&gt;
&lt;br /&gt;
; No Place Like Home&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area&#039;s energy. This takes a 24 hours of meditating with survival check with a DC20. They cannot take 10 or 20. Once this is complete the Dimension Knight can freely open a Gate using the &#039;Gate Traveler&#039; talent that opens to the marked location and is two way. It is a highly stable so there is no need for a survival check when moving though it. However it only stays open for 1 minute and then rapidly becomes unstable. This &#039;mark&#039; is detectable by other Dimension Knight&#039;s as an apposed [[Perception]] check against the Dimension Knight&#039;s [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the &#039;marked&#039; location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.&lt;br /&gt;
&lt;br /&gt;
: There is no going back. Opening the Gate doesn&#039;t require a check unless in combat. Normally it just requires 15 seconds of concentration to preform and if in Combat that means 5 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can &#039;mark&#039; as many locations as there Wisdom Modifier. They can let go of marked locations without having to be at that spot. This allows them to mark a new location at will.&lt;br /&gt;
&lt;br /&gt;
=== The Order&#039;s of Dimension Knights ===&lt;br /&gt;
----&lt;br /&gt;
As far back as when the first sentient beings pondered the meaning of the Universe Dimension Knights in some form or another have existed. A small but vast group of individuals given a uniq way of exploring the Universe. It is still unknown to this day of exactly how or why this power was ever given or if it is just random. Dimensional heroes have roomed in and out of the fabric of time searching for answers. As time went on, or at least as it seamed to move in some direction, the rag tag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves &#039;&#039;&#039;Unity&#039;&#039;&#039;. The &#039;&#039;&#039;Order of Unity&#039;&#039;&#039; dedicated themselves in protecting the Universes from what appeared to be an inevitable collision of the multi-verse that could be catastrophic. However over time some of this group doubted just how successful they where or if it was even truly possible. Eventually a faction split off from the main group and a deep chasm grew between them. The new faction eventually called themselves &#039;&#039;&#039;The Divergent&#039;&#039;&#039;. The Divergent claim that they have taken ancient knowledge from texts and study done by some of the first Dimensional heroes that where trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity. &lt;br /&gt;
&lt;br /&gt;
When The Divergent pronounced themselves and there claims the first and only great Dimensional War occurred. In complete secret to the rest of the Multi-Verse the Cosmos shifted and rippled and bent. Its stretching felt like a loud piecing noise too the Dimension Knights whose weapons are the very fabric of Universes. Eventually they calmed down as they began to see and feel the terrible consequences. Both sides, all but extinct, went their separate ways quietly. For millions of years it seamed that both sides would never recover and few new peoples became &#039;awoken&#039; with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these powers and once again old grudges started to heat up. &lt;br /&gt;
&lt;br /&gt;
Admits all this rising doom there is a new group. The &#039;&#039;&#039;Order of Nature&#039;&#039;&#039;. Knights within this Order are sometimes referred too as &#039;&#039;&#039;Chaos Knights&#039;&#039;&#039;. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seams to represent. Which is that all these rifts and Gates are natural and that we should let them take there course. There is no need nor no one has the right too impose there will on nature. Some prefer a more loose interpretation. Such as: &amp;quot;Just enjoy the now&amp;quot; or &amp;quot;Do whatever feels best for the Dimension you are in&amp;quot;. Either case the Order of Nature tries to make sure Gates &#039;naturally&#039; run there course even if that means possibly harming people. A lot of the members of The Order of Nature are made up of ex members of the other orders. They mostly group up just to seek protection as leaving one of the other Orders is punishable by death.&lt;br /&gt;
&lt;br /&gt;
; The Order of Unity&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Unity Knight gets to add their Character Advantage Die too &amp;quot;stabilize&amp;quot; and &amp;quot;close&amp;quot; actions on any spacetime anomalies. &lt;br /&gt;
&lt;br /&gt;
:; Friendly Portal&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. A Knight of Unity can open a temporary portal to a friendly location. Although the location is random they can safely assume that it is not harmful. The Gate is quickly closed 1 minute after opening. This action cannot be done while in combat.&lt;br /&gt;
&lt;br /&gt;
:; The Temple is My Home&lt;br /&gt;
:: At &#039;&#039;&#039;9th&#039;&#039;&#039; level a Dimension Knight is gains the &#039;No Place Like Home&#039;. However a Unity Knight also gains instant access to a &#039;Temple&#039; or safe haven and can use this talent to access that location at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Only other Unity Knights are aware of and allowed to enter. This is automatically added to there list of places to open a gate too and doesn&#039;t count toward there total number of places they can &#039;mark&#039;. At &#039;&#039;&#039;9th&#039;&#039;&#039; level they can the normal talent and all its abilities.&lt;br /&gt;
&lt;br /&gt;
:; Singularity&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Unity Knight is able to concentrate on a single spot in there mind and cause spacetime to bend onto itself generating a micro singularity that lives only for a nanosecond. However the destruction to anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity. &lt;br /&gt;
&lt;br /&gt;
:: This requires a full round action of concentration. A Wisdom Check with a DC20. The damage is Xd6 + Wisdom Mod gravity damage(Gravity is a special damage type that has no DR associated with it). The X is equal to the number the check beat the DC by with a max limit of 10. So a roll of 24 would do 4d6 gravity damage plus characters Wisdom Mod. This can only be done once per day. At Character level 20 this can change to twice a day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Divergent&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Divergent Knight gets to add their Character Advantage Die too &amp;quot;make unstable&amp;quot; and &amp;quot;open&amp;quot; actions on any spacetime anomalies.&lt;br /&gt;
&lt;br /&gt;
:; Bend to my Will&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This allows the Divergent Knight to use there powers to cause internal damage to a target. The damage can be non-lethal and can be done to &#039;soften&#039; a person up and gives the Divergent Knight advantage when doing an Intimidation check afterward. If in combat the Divergent Knight can use this to cause intense distracting pain on the target that gives them the [[Conditions#Shaken|Shaken]] for 1d4 rounds. The Divergent Knight takes a full round action and rolls a Wisdom check. The target must roll an opposing check. If the opposing check is successful then nothing happens. This can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
:; Extra Combat Training&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. This gains the Divergent Knight another Feat from the &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; category.&lt;br /&gt;
&lt;br /&gt;
:; The Divided&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to &#039;dump&#039; its power for a split second into this Dimension forming a White Whole that reverses entropy and even time itself while causing extreme damage. &lt;br /&gt;
&lt;br /&gt;
:: This requires a Full Round action and a Wisdom check of DC20. The damage is Xd6 Kinetic/Energy/Thermal/[[-_Chemical|Chemical]] damage, damage from all damage types. This means that if someone is weak against a particular type then it deals double damage. However not the same could be said if you are strong against another type. The X is the 1d4 + Wisdom Mod with a max of 10. The radius is 30ft. This can only be preformed once per day.&lt;br /&gt;
&lt;br /&gt;
; The Order of Nature&lt;br /&gt;
: In the &amp;quot;Gate Traveler&amp;quot; Talent the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.&lt;br /&gt;
&lt;br /&gt;
:; Sense Knight&lt;br /&gt;
:: Gained at &#039;&#039;&#039;1st&#039;&#039;&#039; level. This ability is honed by learning how to avoid other Knights from other Orders that attempt to hunt you down. When a Passive or normal [[Perception]] check is required the DC for noticing the presence of another night is 1/2 that of the opposing stealth check.&lt;br /&gt;
&lt;br /&gt;
:; Master of Tricks&lt;br /&gt;
:: Gained at &#039;&#039;&#039;5th&#039;&#039;&#039; level. Gain another Trick but you do not need to obey Order restrictions.&lt;br /&gt;
&lt;br /&gt;
:; Into Chaos&lt;br /&gt;
:: Gained at &#039;&#039;&#039;10th&#039;&#039;&#039; level. The Nature Knight attempts to preform some advanced trick he has seen great Knights from other orders preform. But with little training and even less care of the over all results so long as its &#039;cool&#039; or at least useful the craft of summoning such power into this Dimension is not perfectly honed. &lt;br /&gt;
&lt;br /&gt;
:: The Player rolls a percentile dice. If 1-30% the damage is: 6d8 with a radius of 30ft. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If its 61-90% its an implosion that deals 3d8 and causes characters that fail an [[Acrobatics]] check against DC15 to be flat footed because they fell over. They also all move 5ft toward the implosion. And 91-100% causes a two way temporary Gate to open up and suck all combats and objects within a 150ft radius in to a random alternate universe. The Gate will only stay open for 1d4 hours and then will collapse causing massive damage within roughly 100 mile radius if not stabilized with a DC of 15. &lt;br /&gt;
&lt;br /&gt;
:: The range of the &#039;Into Nature&#039; attack is 100ft and the Nature Knight has to have line of sight. This requires a Full Round action and a Wisdom Check of D20. This can only be performed once per day.&lt;br /&gt;
&lt;br /&gt;
== Dreadnought ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Dreadnought&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st ||Ability Surge, Fearless&lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||Well Grounded, Resolve&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Unhindered, Steamroller&lt;br /&gt;
|-&lt;br /&gt;
| 4th || Ideology Talent&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
| 6th || Knockdown&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Heavy Artillery&lt;br /&gt;
|-&lt;br /&gt;
| 8th || Greater Surge&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Tirelessly&lt;br /&gt;
|-&lt;br /&gt;
| 10th|| Finial Strike&lt;br /&gt;
|}&lt;br /&gt;
Science  continues to expand the knowledge of the human form. As well as all other species biology. Advanced Civilizations have not wasted such information. Wishing to bring the best out its people, governments, religious groups, and other factions have followed the lessons learned too know exactly what exercise, diet, vitamin supplements, and even advance surgical operations are necessary to help shape the best of whatever species is in question. Most governments have programs for helping make enhanced super soldiers, while religious groups may use this knowledge to help define a strict discipline routine for devout followers. Other factions may have other potentially sinister plans. &lt;br /&gt;
&lt;br /&gt;
The term Dreadnought was coined at some point in history and it has stuck for thousands of years. Likely because the people that under went these regimes became like the Dreadnought Spaceships used in war. Fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the &amp;quot;Walking Tank&amp;quot; a Dreadnought excels at breaking down foes while simultaneously being able to take a beating. Making a Dreadnought the perfect elite unit for military or other militant groups. Most people who consider themselves to be such are so of their own free will and follow a strict code, disciple, or some form of ideology. Usually swearing alliance to a government or other type of faction. &lt;br /&gt;
&lt;br /&gt;
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Dreadnought, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+&lt;br /&gt;
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in &amp;quot;Extra Info&amp;quot; and &amp;quot;Class Features&amp;quot; sections)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Constitution&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At first level the Dreadnought has to choose what ideology to follow.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Dreadnought advanced class.&lt;br /&gt;
&lt;br /&gt;
;Ability Surge&lt;br /&gt;
: Starting at 1st level, the Dreadnought&#039;s uses her training and advanced physiology to push her self to the limits. When doing this they focus on a particular goal above all else and with raw force of git they attempt to achieve that goal at all cost. It provides a +4 to both Strength and Constitution for 2 + Constitution Mod per round. They also gain advantage on Wisdom saves. If the goal is achieved before then they can calm themselves down. Once no longer surging a Dreadnought is [[Conditions#Fatigued|Fatigued]]. If already Fatigued then they are [[Conditions#-_Exhausted|Exhausted]]. If already Exhausted then they become [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Unconscious]]. &lt;br /&gt;
&lt;br /&gt;
: When this happens the Dreadnought gains temporary health equal to 2 * Dreadnought level. So A level 4 Dreadnought that surges would gain 8 additional temporary health. This health goes away once they calm down. If that would bring them down to zero or below it instead bring them down too 1.&lt;br /&gt;
&lt;br /&gt;
;Fearless&lt;br /&gt;
: Started at 1st level, the Dreadnought is immune to fear effects.&lt;br /&gt;
&lt;br /&gt;
;Well Grounded&lt;br /&gt;
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +4 bonus to saving against being tripped, overrun, knocked prone.&lt;br /&gt;
&lt;br /&gt;
;Resolve&lt;br /&gt;
: Beginning at 2nd level, the Dreadnought gains a morale bonus equal to one-half her Dreadnought class level (rounded down) on saving throws to resist Mind effects and [[Intimidate]] checks.&lt;br /&gt;
&lt;br /&gt;
;Unhindered&lt;br /&gt;
: At 3rd level, the Dreadnought can ignore the movement penalties of armor. &lt;br /&gt;
&lt;br /&gt;
;Steamroller&lt;br /&gt;
:Starting at 3rd level, the Dreadnought does not need to move before making an overrun Technique against an opponent and takes advantage when doing so.&lt;br /&gt;
&lt;br /&gt;
;Ideology Talent&lt;br /&gt;
: This is a Talent that is provided by the Dreadnought&#039;s Ideology. Please pick an Ideology. (If you do not wish to pick one you can choose whatever talent you want. However you do not also get the other associated bonuses just the talent.) &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Dreadnought gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Knockdown&lt;br /&gt;
:At 6th level and beyond, the Dreadnought as a full round action can preform the Tackle Advance Combat Technique with advantage and if successful can also preform a Melee attack on the same turn.&lt;br /&gt;
&lt;br /&gt;
;Heavy Artillery&lt;br /&gt;
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them at all or in one hand and if they are considered light weapons.&lt;br /&gt;
&lt;br /&gt;
;Greater Surge&lt;br /&gt;
: At 8th level, the Dreadnought can preform an Ability Surge to a greater effect. Like Surge but now the Dreadnought gains a +6 to both Strength and Constitution. And 3 * Dreadnought level worth of temporary health.&lt;br /&gt;
&lt;br /&gt;
;Tirelessly&lt;br /&gt;
: At 9th level, the Dreadnought calls upon there intense training and mental grit to temporarily overcome how tired they may be. Removing any effect of Fatigue or if Exhausted they are not just Fatigued. They can only do this once per day. If in Combat this is a considered a Simple Action.&lt;br /&gt;
&lt;br /&gt;
;Finial Strike&lt;br /&gt;
: If they kill an enemy with a critical hit or perform a &#039;Coup de Grace&#039; or preform massive damage to a target then the Dreadnought can freely Surge at the end of the turn and gain a Bonus Attack action. Or if already Surging then the surge round counter is reset. This can only happen 1 + 1/4th Dreadnought level per day.&lt;br /&gt;
&lt;br /&gt;
=== Dreadnought Ideologies ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Law and Order&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology works for and follows the authority of the land. Whatever type of government that may be. She may be as good too people or as evil. However following the law is the most important part. Dreadnoughts of this Ideologies are most like knights sworn to follow there lord. They will obey the law of the land and punishing those that do not is top priority. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Intuition&#039;&#039;&#039;: The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;I Am The Law!&#039;&#039;&#039; &lt;br /&gt;
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Master Defender&#039;&#039;&#039;&lt;br /&gt;
::Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +1 bonus to AC (in addition to the dodge bonus to gained while fighting defensively or engaged in total defense) The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus.&lt;br /&gt;
&lt;br /&gt;
::The bonus increases to +2 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +3 and &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Life above all&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly and equally. Killing is a last resort option when preforming there duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Big Heart&#039;&#039;&#039;: An advantage bonus too all [[Diplomacy]] checks when attempting to avoid violence. This only counts when both parties are aware that violence will occur if this fails. &lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Helping Hands&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th and 10th level add +1 Misc bonus to [[Treat_Injury|Treat Injury]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duty and Doctrine&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Lawful characters as well as Lawful Good or Lawful Evil. A Dreadnought under this ideology usually has survived from birth a group that has likely brainwashed the person. Likely a zealot branches of religious or secret government organization. Usually leaning more on the Evil side a Dreadnought sees only what he is told to see. And follows commands no matter how difficult or brutal it may seam to others.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Indoctrination&#039;&#039;&#039;: An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks. &lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Civics Class&#039;&#039;&#039;&lt;br /&gt;
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th and 10th level this gains a +1 misc bonus to this skill. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[[Survival]] of the Fittest&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the &#039;Natural Order of Things&#039; and in some cases that means that status quo of the society he is in. He is most excepting of the notion that only the strongest are meant to survive. And because of this many draw the conclusion that the people that have survived where meant too do so or are better then those that didn&#039;t. Many continue this dangerous line of thinking to conclude that it is their duty to make sure that the strong are never burdened with the problems of the weak or that in order to speed up the evolutionary system the weak should be removed. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Self Sufficient&#039;&#039;&#039;: The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.&lt;br /&gt;
&lt;br /&gt;
:Bonus Talent - &#039;&#039;&#039;Damage Reduction&#039;&#039;&#039;&lt;br /&gt;
:: Starting at 4th level the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level and +3 DR at 10th level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Vigilante&amp;lt;/u&amp;gt;&lt;br /&gt;
: Associated with Chaotic Characters as well as Chaotic Good or Chaotic Evil. This kind of Dreadnought is most feared by governments and other factions. A Vigilante Dreadnought usually has a strong opinion about the status quo and &amp;quot;The System&amp;quot;. And believes that they justified in going against the norm in order to help change things for the better. Although not necessary correct in there thinking nor does this mean that they will fight for the people. In some cases a Vigilante Dreadnought may take extreme and deadly measures to get her point across. Some have even labeled them as serial killers. Others &amp;quot;Robin Hoods&amp;quot; of space.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Justifying Reasoning&#039;&#039;&#039;: The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.&lt;br /&gt;
&lt;br /&gt;
: Bonus Talent - &#039;&#039;&#039;Reckless Behavior&#039;&#039;&#039;&lt;br /&gt;
:: Gain the Reckless Behavior Talent from the Starfighter&#039;s Class Features.&lt;br /&gt;
&lt;br /&gt;
== Engineer ==&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: The Engineer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st||Quick Construction&amp;lt;br \&amp;gt;[[Profession]]al Repair&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Overload&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Mechanics Training&lt;br /&gt;
|-&lt;br /&gt;
|4th||Reconfigure Weapon&lt;br /&gt;
|-&lt;br /&gt;
|5th||Bonus Feat&amp;lt;br /&amp;gt;Improved Quick Construction&lt;br /&gt;
|-&lt;br /&gt;
|6th||Engineer&#039;s Eye&lt;br /&gt;
|-&lt;br /&gt;
|7th||Beyond the Specifications&lt;br /&gt;
|-&lt;br /&gt;
|8th||Extra Curricular Training&lt;br /&gt;
|-&lt;br /&gt;
|9th||Trained [[Profession]]al&lt;br /&gt;
|-&lt;br /&gt;
|10th||Engineering Miracle&lt;br /&gt;
|}&lt;br /&gt;
Scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those discoveries and make them useful and piratical in every day life. Engineers are the corner stone of modern civilizations. They make sure that society keeps moving day to day. Silently working in the background repairing the machines of industry. However some do not like the mundane quite life hidden in the shadows of civilization. Some venture forth and try there luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony. &lt;br /&gt;
&lt;br /&gt;
Software has been know to be extremely flexible, especially with artificial intelligence. However hardware is not. And hardware is the engineer&#039;s forte. Out in the galaxy there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge in how things work, how to fix things and make them more efficient. They can often bybass security measures or whip up special weapons or equipment in the field. It would be ridiculous for a team of colonizers to not bring an engineer too a new unknown planet. The job of a engineer can mean life and death for all involved. Those willing to leave there comfortable life, there cozy workshops, garages and shipyards may find riches and adventure.&lt;br /&gt;
&lt;br /&gt;
Choose Engineer if you want your character to excel at building, modifying, repairing, and disabling electrical and mechanical equipment, including weapons. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Engineer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use Heavy Weapons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Engineer’s class skills are as follows. [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), [[Disable Device]] (Int), Choose Any Three [[Knowledge]](Int), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
=== Engineer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Quick Construction&lt;br /&gt;
: At 1st level, an engineer learns how to craft general equipment such as scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build General Equipment item, the Engineer reduces the building time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 5th level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.&lt;br /&gt;
&lt;br /&gt;
;[[Profession]]al Repair&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: [[Profession]]al Repair&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Craft (Repair)&amp;lt;br \&amp;gt;DC (+5 in combat)&lt;br /&gt;
! Damage Repaired&lt;br /&gt;
|-&lt;br /&gt;
| 0-15 || No Damage repaired&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || 1d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 21-25 || 2d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 26-30 || 3d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 31-35 || 4d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 36-40 || 5d6 + Engineer Level&lt;br /&gt;
|-&lt;br /&gt;
| 40+ || 6d6 + Engineer Level&lt;br /&gt;
|}&lt;br /&gt;
: At 1st level an Engineer has improved ways of repairing robots, vehicles, power armor, spacehsips, etc... An Engineer with the correct [[General_Equipment#[[Profession]]_Kits|[[Profession]]al Kit]] or appropriate facility (ie: workshop, or hanger) can repair damage to a robot, vehicles, power armor, spaceships and so on. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a full round action. Review the table below for more info.&lt;br /&gt;
&lt;br /&gt;
;Overload&lt;br /&gt;
: At 2nd level and beyond, the Engineer as a standard action, can cause a short in an electronic device. This includes any ranged or melee weapon that is not a Kinetic Arch-Type. This makes the target of the overload nonfunctional for 1 round. Overload doesn&#039;t cause locked door, safe, or other such devices to open, but it prevents anyone from opening it for the duration of the effect. The Hero must be adjacent to the device to use this Talent. If the target of the Overload is a living sentient thing then it may attempt a Dexarity Save to negate the effect for DC of 10 + Engineer Level + Intelligence Mod. Once an electronic device has been overloaded it cannot be overloaded again for 1 minute. &lt;br /&gt;
&lt;br /&gt;
;Combat Mechanics Training&lt;br /&gt;
: At 3rd level the Engineer gets the [[Power_Armor_Expert|Power Armor Expert]] feat regardless if the Engineer qualifies. This allows the Engineer to use Power Armor. For the Engineer wearing power armor provides no restrictions. &lt;br /&gt;
&lt;br /&gt;
;Reconfigure Weapon&lt;br /&gt;
: At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfigure a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfigure a masterworked weapon is slightly harder (DC 20 + the weapon’s masterworked bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration is based on the [[Weapons#Advance_Weapon_Creation|Advanced Weapon Creation]] rules and allows for an already constructed weapon to be modified according to the Engineer&#039;s crafting skill effectively the Engineer can re-craft the weapon. However the weapon cannot change its Style or Arch-Type nor can its Weapon Level change. Its Speed/Power levels can be adjusted and any of its attributes can also be changed according to the Weapon Creation rules. The Engineer can re-craft the weapon to be &#039;&#039;&#039;Masterworked&#039;&#039;&#039; according to crafting rules or &#039;&#039;&#039;Up-Tech&#039;&#039;&#039; to whatever the Engineer&#039;s Tech Level is. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Engineer can gain a Bonus Feat for free and can pick from the following categories: &#039;&#039;&#039;Core Class Plus&#039;&#039;&#039;, &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Engineer&#039;s Eye&lt;br /&gt;
: At 6th level the Engineer gets a +2 to [[Perception]] and Passive [[Perception]] when within 20ft of a trap, malfunctioning computer, or on board a spaceship with malfunctioning systems.&lt;br /&gt;
&lt;br /&gt;
;Beyond the Specifications&lt;br /&gt;
: At 7th level, an Engineer can upgrade weapons and equipment to provide temporary improvements to performance that go beyond the object normal specifications. It requires a full round action and the full access to the target object. The effect lasts for 1d4 turns. However if the Engineer takes there time for 2 full round actions the object gains the bonus for 1d8 + 1 rounds. Once the object has been boosted it cannot be boosted again for 1 hour. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Weapon Upgrade :&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Melee Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Ranged Weapons&lt;br /&gt;
! DC&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! General Equipment&lt;br /&gt;
! DC&lt;br /&gt;
|-&lt;br /&gt;
| Weapon does extra +1d6 (+1d for every +10 DC) ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon does extra +1d6 (+1d for every +10 DC) || 25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Combined Uses of to of the same item || 25&lt;br /&gt;
|-&lt;br /&gt;
| Weapon ignores 2 DR (+2 for every +5 DC) ||30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon ignores 2 DR (+2 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Up Techs Shield effect by +1 increment || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; ||Weapon’s Crit multiplier +1 (+1 for every +10 DC) ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases range of item by %50  || 35&lt;br /&gt;
|-&lt;br /&gt;
| Weapon also [[Conditions#Shaken|shaken]] target for 1 round ||25 || &#039;&#039;&#039;-&#039;&#039;&#039; || Weapon&#039;s Accuracy +1 (+1 for every +5 DC) || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Increases Misc Bonus by +1 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| Weapon damage type is changed || 30 || &#039;&#039;&#039;-&#039;&#039;&#039; || Add&#039;s extra damage type 1d4 (+1d for every +5 DC) || 30|| &#039;&#039;&#039;-&#039;&#039;&#039; || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Weapon leaves target [[Conditions#-_Dazed|dazed]] for 1d4 rounds ||35 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|-&lt;br /&gt;
| Weapon also stuns target for 1d4 rounds ||40 || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - || &#039;&#039;&#039;-&#039;&#039;&#039; || - || - &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: Effects on Space Ships. Engineer can preform the Boost effect on any system of there choosing so long as they are near a working console on board the ship. They also gain a bonus to all Boost checks of 1/2 there current Engineering level round up.&lt;br /&gt;
&lt;br /&gt;
;Extra Curricular Training&lt;br /&gt;
: At 8th level the Engineer completes extra training beyond his or hers normal education. The Engineer can choose what they have focused on. &lt;br /&gt;
:* &#039;&#039;&#039;Software Engineering&#039;&#039;&#039;: The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the &#039;&#039;&#039;Quick Construction&#039;&#039;&#039; talent now applies to virus crafting.&lt;br /&gt;
:* &#039;&#039;&#039;Electrical Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a &#039;favored&#039; item from General Equipment that is considered small size or smaller and requires [[-_Electronic|Electronic]]s to craft. The Engineer can now craft that item with spare parts on hand in two combat rounds or under 1 minute in real time. If in combat the Engineer must roll a Wisdom check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.&lt;br /&gt;
:* &#039;&#039;&#039;[[-_Mechanical|Mechanical]] Engineering&#039;&#039;&#039;: The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineering except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.&lt;br /&gt;
&lt;br /&gt;
;Trained [[Profession]]al&lt;br /&gt;
: A 9th-level Engineer can perform complicated tasks as free actions after preforming an Intelligence check.&lt;br /&gt;
&lt;br /&gt;
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make a Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.&lt;br /&gt;
&lt;br /&gt;
;Engineering Miracle&lt;br /&gt;
: At level 10 the Engineer can pull of feats of engineering wonder. They can use there mastery of the trade to provide bonuses or repairs that could only be described and borderline miraculous. They can use this ability once per day starting as a full round action. At Character Level 15 it becomes twice per day and at Character Level 20 it becomes 3 times per day. The effect depends on the object you are modifying.&lt;br /&gt;
:* Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.&lt;br /&gt;
:* Weapon: Adds +2 to accuracy and +2 to damage bonus for 1 minute.&lt;br /&gt;
:* Spaceship Structure: Provides 2 Hit Die + Engineer Character level worth of repairs to a SpaceShips structure. &lt;br /&gt;
:* Spaceship Shields: The shields auto regenerate twice for 1d4 +1 rounds. Or the DR for shields is doubled for 1d4 rounds +1.&lt;br /&gt;
&lt;br /&gt;
== Envoy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Envoy&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd ||Open arms || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd || Intuitive || 3 || 1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th || Cultural Expert || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|5th || Bonus Feat || 4 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|7th ||Upper Management || 5 || 3 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th || Upper Management || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th || Select Consuls || 6 || 4 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
|10th || Demanding Presence || 3 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ambassadors, Diplomats, Dignitaries, Consultants, Legits, Emissaries, etc... can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as individuals and as massive as whole nations or civilizations. Envoy&#039;s are desired across the galaxy. Armed with a heightened awareness of local politics, and a wide range of ideologies and philosophies the Envoy strives to find compromise to avoid an otherwise unsightly confrontation both for herself and for others. The Envoy will attempt all this without compromising their own integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.&lt;br /&gt;
&lt;br /&gt;
An Envoy chooses a faction, nation or some other type of recognized group to swear allegiance too. As long as that Envoy does not fail to represent her faction then she is entitled to privileges beyond the rights of ordinary citizens. &lt;br /&gt;
&lt;br /&gt;
Choose to play as an Envoy if you want your Character to excel at negotiations and have political connections and influence while having the ability to weave your way around your opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is trough the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are conceivable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Envoy, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ with Charisma score of 12+&lt;br /&gt;
# Allegiance: An Envoy must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Envoy breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: The Envoy cannot use Power Armor.&lt;br /&gt;
# Weapons: The Envoy cannot use melee/martial weapons with advantage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Envoy’s class skills are as follows. [[Diplomacy]] (Cha), [[Intimidate]] (Cha), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Envoy can use Techniques honed by an education in diplomacy, politics and the art of speech. These Techniques use the Charisma modifier. They are shared with the Field Officer techniques. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Envoy must pick a faction type that most closely resembles the type of faction that the Envoy swears allegiance too. The list is located [[Advance_Classes#Envoy.27s_Allegiances|here]]. This will add extra bonuses too the Envoy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Plenipotentiary Privileges&lt;br /&gt;
: Starting at 1st level, if the Envoy is arrested for a crime, she can make a [[Diplomacy]] check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the [[Diplomacy]] check. The standard DC for simple infractions is DC10. A crime like murder may be a DC25 check unless it is of an important person then perhaps 35 or higher. If one of the Envoy&#039;s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Envoy may intercede on the consul’s behalf. One may aid the other’s [[Diplomacy]] check. An Envoy who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.&lt;br /&gt;
&lt;br /&gt;
;Stipend&lt;br /&gt;
: Started at 1st level, Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 1st, 4th, 7th, and 10th level, the Envoy gains a [[Profession]]&#039;s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $5,000 credits.&lt;br /&gt;
&lt;br /&gt;
;Open Arms&lt;br /&gt;
: Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Envoy class level round up on all [[Diplomacy]] checks.&lt;br /&gt;
&lt;br /&gt;
;Intuitive&lt;br /&gt;
: Started at 3rd level, the Envoy gains advantage to [[Sense_Motive|Sense Motive]] checks.  &lt;br /&gt;
&lt;br /&gt;
;Cultural Expert&lt;br /&gt;
: At 4th level the Envoy&#039;s abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choose Class skill make it one now with an additional +1 rank. If it is already a Class skill provide +2 to its Rank.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At 5th level the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat. &lt;br /&gt;
&lt;br /&gt;
;Slave too Bureaucracy &lt;br /&gt;
: At 6th level, the Envoy has become so familiar with the bureaucratic process either because she is part of it or because she has to deal with it as part of her job that she can easily identify legal, government or other forms of official documentation and paper work. She can more easily identify forgeries or produce her own as well. Advantage when attempting to identify the origin, purpose, authenticity, or value of an official document. Also an advantage when attempting to make a forgery of an official document.&lt;br /&gt;
&lt;br /&gt;
;Restricted Access&lt;br /&gt;
:At 7th level, the Envoy gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +2 Misc bonus on [[Study]] checks.&lt;br /&gt;
&lt;br /&gt;
;Upper Management&lt;br /&gt;
: At 8th level the Envoy gains the [[Manager]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Select Consuls&lt;br /&gt;
:At 9th level, the Envoy may appoint a number of individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Envoy may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Envoy to invoke or revoke a consul’s or “attachés&amp;quot; privileges.&lt;br /&gt;
&lt;br /&gt;
;Demanding Presence&lt;br /&gt;
: The Envoy can use there years of experience, there connections, or lastly just there wit to intimidate an opponent. Either in combat or in normal play. In normal play the Envoy can roll an [[Intimidate]] check twice and take the roll that they favor. In combat the target of the Talent takes a Standard Action and the target rolls an opposing Wisdom check. (In opposing checks the DC is the result of the roll from the instigator, in this case the Envoy&#039;s [[Intimidate]] check). If the target fails they [[Conditions#Frightened|Frightened]] for 1d6 turns. Each turn the target can use the same Wisdom check to attempt to shack off what they heard and saw. The Envoy can keep wounding them each turn. If successful each turn the target gets more and more intimidated. If already Frightened they can become [[Conditions#-_Cowering|Cowering]], if already Cowering they can become [[Conditions#-_Panicked|Panicked]]. If they succeeded the check and they are already one of these conditions the previous condition doesn&#039;t go away. The turn counter of 1d6 turns doesn&#039;t reset itself if the Envoy is successful on the same target more then once. The Envoy can only do this 1 + 1/4th there Envoy level round up per day.&lt;br /&gt;
&lt;br /&gt;
=== Envoy&#039;s Allegiances ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;Corporation[s] Entity&amp;lt;/u&amp;gt;&lt;br /&gt;
:Corporation or group/federation of corporations can be big enough to have galactic influence they may have Envoys on there side. Not too be mistaken with lobbyist who focus there attention solely on influencing local governments. Envoy&#039;s that work for Corporations travel the galaxy making sure Corporate interests are understood and as peacefully as possible upheld. A Corporation may use an Envoy too smooth over ties with a indigenous population on a planet that has to deal with the Corporation. For example it may be mining it and causing a lot of disturbance. The Envoy could be sent to peacefully resolve the situation. Envoy&#039;s insure that conflicts of any kind do not get in the way of Corporation goals. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Insider [[Knowledge]]&#039;&#039;&#039;: A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personal. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also gets the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Small to Medium Sized Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:A small or medium government in the Milky Way galaxy means any space faring government that has not expanded influence beyond a few systems. They would not be considered an empire or be well know. However locally they would be considered very powerful. Envoy&#039;s that work for these governments would like be used to expand there influence beyond the systems they control. Because of there smaller size most Envoys would likely swear alliance hoping to move quickly up the ranks. With less competition then in other sectors smaller governments provide more opportunity.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Ambitious&#039;&#039;&#039;: The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gets an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy also gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Large or Empire Government&amp;lt;/u&amp;gt;&lt;br /&gt;
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afford much room and resources for many great civilizations to co-exist if not for just a while. Envoys are prized members in these great nations. There uses very from internal affairs of state too problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire. &lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Powerful connections&#039;&#039;&#039;: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 too all the DCs associated with the &amp;quot;Diplomatic Immunity&amp;quot; table. The class also gets the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus too it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Religious Institution&amp;lt;/u&amp;gt;&lt;br /&gt;
:Most religions are only popular local to the planet of origin. However Empires and trade spread ideas across the Ring and some religions have fared well. These mega religions have power and influence and Envoys are there peaceful arm. A religious group may be concerned that its followers are not getting the attention they need in government or afraid that a powerful mega corporation is going to act without considered the people it will effect. When this is the case religions often use Envoys to make there will known to the people, governments, and corporations. Sometimes Envoys are sent to work in secret while others walk openly and proudly about there faith. Envoys would likely swear alliance solely because their convictions are true.&lt;br /&gt;
&lt;br /&gt;
:Bonus: &#039;&#039;&#039;Strong Convictions&#039;&#039;&#039;: The Envoy who swears alliance to a religious institution have an advantage bonus to Wisdom saves. Also the Envoy gets a +1 bonus to Int and Wis Modifiers when someone is attempting to [[Bluff]],[[Intimidate]] or use [[Diplomacy]] against them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Crime Syndicate&amp;lt;/u&amp;gt;&lt;br /&gt;
: You represent the will of a powerful syndicate. Many powerful individuals within organize crime use someone other then themselves to represent there wishes within the governments they operate. Sometimes these people are Lawyers or Politicians or a Business Consultant but one then is in common. These people are respected and very wealthy. In part because of the crime syndicate and in part because of there own ambitions. When working for a Crime Syndicate an Envoy is expected to be able to get people out of jail when they most certainly deserve to be there, they are expected to provide inside information to the &#039;Boss&#039; or whoever they report too. The Envoy may smuggle money into more official channels from less official ones and whine and dine with the elite of society to make sure &#039;Family&#039; or &#039;Business&#039; is always seen as important, respected, official. No funny business too see here. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Corruption&#039;&#039;&#039;: Instantly start off with $20,000 credits. Gain advantage when using the Plenipotentiary Privileges talent. Replace the &#039;&#039;&#039;Upper Management&#039;&#039;&#039; talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Rebel Cause&amp;lt;/u&amp;gt;&lt;br /&gt;
: At some point we all have too choose. Some simply see the horrible in the Ring and must do something about it. Sometimes the person that makes that choose is a charismatic individually with leadership written on there face. However they where late to the movement. There already is a leader. But what about a spokes person? What about the person that once enjoyed and understood the other side. Someone willing to meet in the middle and possibly even respected by both. All good lasting rebellions, or at least any rebellion that had a ghost of a chance had someone like that. Someone not at the top nor at the bottom but still powerful and respected that could reach out to the &#039;enemy&#039; and find common ground. Either it be to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leaders right hand, and you will become a powerful force for change. &lt;br /&gt;
&lt;br /&gt;
: Bonus: &#039;&#039;&#039;Rebel&#039;&#039;&#039;: Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace &#039;Stipend&#039; with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.&lt;br /&gt;
&lt;br /&gt;
== Electro-Mancer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Electro-Mancer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Electric Attack&amp;lt;br /&amp;gt;Sixth Sense (1d4)|| 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Electric Attack (1d8)&amp;lt;br /&amp;gt;Bonus Feat || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;8&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
Some species are more excepting of in-planets and cybernetics then others. One such specie&#039;s, The [[Species#Cryous|Cryous]], where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already pre-existing sense of electromagnetism inherit in there species to create a special form of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into there bodies. This set is specifically designed to make the user aware of electromagnetism as if it was an additional sense and can also gather energy in the form of electricity and manipulate it at a local scale. &lt;br /&gt;
&lt;br /&gt;
With these super soldiers the Cryous where able to over come the massive numbers of ground troops that where being used against them. Eventually the war ended in a stalemate and shaky truce. For years the Electro-Mancer Cybernetic Implant Set (EMCIS) was held as a tightly guarded secret but eventually it was let out. Now all of the citizens of the Milky-Way&#039;s Great Ring of Life can enjoy this powerfully themed set of implants.  &lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Electro-Mancer if they wish to wield the power of electricity and electromagnetism with their mind. Producing shields, shocking enemies, and empowering themselves with energy.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advance class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Electro-Mancer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ with Dex Score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ with Int Score of 10+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be a Shield Splicer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Electro-Mancer uses their Intelligence ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Electro-Mancer&#039;s Class Features === &lt;br /&gt;
----&lt;br /&gt;
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level,  the Electro-Mancer gets an &#039;natural&#039; attack ability. The attack is completely electric based and does Electric Damage. It acts differently depending on what path the player chooses for the Electro-Mancer. Either a Electric Savant or Electro Transmutant).&lt;br /&gt;
:; Electric Savant&#039;s Electric Attack:&lt;br /&gt;
:: This is considered a &#039;natural&#039; Ranged attack ability. It acts like a Ranged weapon that does Electric based damage except instead of using Dexterity to aim the Electric Savant uses there Intelligence modifier. Your Dex/Str do not factor into this attack at all. This is considered a Medium weapon. (The weapon has the Two Handed attribute) &lt;br /&gt;
:; Electro Transmutant Electric Attack:&lt;br /&gt;
:: This is considered a Melee weapon that comes out of the hands of the Electro Transmutant. The accuracy and damage bonus comes from the Transmutant&#039;s Dexterity modifier. Your Strength does not factor into this attack at all. This is considered a Medium weapon and does *not* have the Versatile treat. &lt;br /&gt;
&lt;br /&gt;
: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. &#039;&#039;&#039;3rd&#039;&#039;&#039; level it is 1d6, &#039;&#039;&#039;5th&#039;&#039;&#039; level it is 1d8, at &#039;&#039;&#039;7th&#039;&#039;&#039; level it is 1d10 and at &#039;&#039;&#039;9th&#039;&#039;&#039; level it is 1d12. &lt;br /&gt;
&lt;br /&gt;
:: &#039;&#039;&#039;Side note&#039;&#039;&#039;: If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at &#039;&#039;&#039;12th&#039;&#039;&#039; level, 2d10 at &#039;&#039;&#039;16th&#039;&#039;&#039; level and 2d12 at &#039;&#039;&#039;20th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Sixth Sense&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can effect it. The DC for detecting electrical based traps, hidden doors and sensors is reduced by 2. They can also tell if something is on or off without even looking at it or having any other perceptible indication that it is on.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, and if chosen Electric Savant &#039;&#039;&#039;Techniques&#039;&#039;&#039;, if chosen Electro Transmutant &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Electro Transmutant ====&lt;br /&gt;
:: Recommended for a Fast Hero. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing threw there bodies to increase there speed and reflexes. &lt;br /&gt;
&lt;br /&gt;
:; Electrified Movement:&lt;br /&gt;
:: On &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmuatant level round down. They can also preform a Charge or Tackle even through difficult terrain or while standing 5ft from the target. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Improved Electric Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Electric attack is now considered a light weapon and can be used in the off hand. The Electro Transmutant sacrifices a level 1 and 2 Technique use per day permanently. &lt;br /&gt;
&lt;br /&gt;
:; Quicken Imbue Weapon: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039;, the Electro Transmutant can now cast Imbue Weapon as an Fast Action. The weapon not only gets the additional 1d6 of Electric damage but it now has a +1 to hit and damage. The Electro Transmutant sacrifices a level 0 and 1 Technique use per day permanently. The Electro Transmutant can also use a lvl 2 slot for a +2 to accuracy and damage, lvl 3 slot for a +3 accuracy and damage, lvl 4 for +4 and lvl 5 for +5. &lt;br /&gt;
&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.&lt;br /&gt;
&lt;br /&gt;
:; Magnetic Aim: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Transmutant, using a &#039;&#039;&#039;2nd&#039;&#039;&#039; or &#039;&#039;&#039;3rd&#039;&#039;&#039; level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant is able to do this as many times as he has 2nd or 3rd level techniques. At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Transmutant can also use &#039;&#039;&#039;4th&#039;&#039;&#039; and &#039;&#039;&#039;5th&#039;&#039;&#039; Techniques use per day to gain double advantage.&lt;br /&gt;
&lt;br /&gt;
:; Electrified Focus: &lt;br /&gt;
:: Starting on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Transmutant gains the ability to preform an Extra Attack if one or more of his Melee attacks failed during a full around action. (If using Extra Damage instead of Extra Attacks this means they get a second attempt if they missed the first time but for only normal damage) Doing this is the declaration of the end of the Transmutant&#039;s turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
:; Amp&#039;ed Rage&lt;br /&gt;
:: on the &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score too his Dexterity and +2 to Strength. Also gains temporary Hit Points equal to 3 per Intelligence modifier. This ability lasts for Intelligence modifier number of turns. Once done the Transmutant becomes [[Conditions#Fatigued|Fatigued]] and cannot do this again until rested. The Electro Transmutant sacrifices a level 5 Technique use per day permanently.&lt;br /&gt;
&lt;br /&gt;
==== Electric Savant ====&lt;br /&gt;
:: Recommended for a Smart Hero. This talent tree helps improve the Electro-Mancer&#039;s ranged Technique abilities. &lt;br /&gt;
&lt;br /&gt;
:; Electric Savant in Training:&lt;br /&gt;
:: Upon &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Electric Savant gains the [[TechniqueNovice|Technique, Novice]] feat for free. If the Character already has this feat they can gain the [[TechniqueAdvance|Technique, Advance]] feat. However this does not continue to the Master feat.&lt;br /&gt;
&lt;br /&gt;
:; Circuit Integration: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Savant gains a Misc +1 to [[Computer_Use|Computer Use]], and +1 to Decipher Script skill and can access simple electronics via wireless as a fast action even in combat. At a range of 5 ft per Int mod.&lt;br /&gt;
&lt;br /&gt;
:; Electric Meditation: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Electric Savant preforms a Full Round action to focus on electric energy. The Players rolls a Intelligence check DC15. If successful the Savant gains an advantage bonus to all electric biased checks and techniques even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.&lt;br /&gt;
&lt;br /&gt;
:; Advanced Electromancy: &lt;br /&gt;
:: At &#039;&#039;&#039;6th&#039;&#039;&#039;  level, the Electric Savant can preform a technique as if it was of a higher level to imbue it with one of the following aspects: (Double the damage/effect, treated as a simple action, double range). The Savant can stack effects buy continuing to &#039;level up&#039; the Technique. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
:; Sheer Force:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Electric Savant&#039;s natural Electric attack now as DR of Electric Savant&#039;s Intelligence mod (Max 5) and does x3 Critical Damage. &lt;br /&gt;
&lt;br /&gt;
:; Expert Electromancy:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, declaring a full round action the Electric Savant can preform two techniques in one turn. The Savant can only does this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techinques still require the use of a Technique slots and cannot both be preformed if there is not enough uses available.&lt;br /&gt;
&lt;br /&gt;
== Field Officer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Field Officer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Leader of the Troops || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Encouraging Speech || 2 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Uncanny [[Survival]]  || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Coordinate Attack || 2 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Inspiring Speech || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Protege || 3 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Commanding Presence || 4 || 3 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Follow My Lead || 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Tactical Master || 6 || 4 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
An Erie quite settles onto the cabin. The only sound left being the hum of motors below crawling up the soldier&#039;s legs as if being forced out of the air from the opposing silence. Faces shocked and full of despair. Not looking up. Afraid to see the empty sits where there comrades should be. Jacob, standing, holding onto a tether hanging from ceiling to keep his balance as the vehicle hurriedly sends what&#039;s left of his team across the bumpy landscape, looks at the faces of his men and realized he was losing them. The defeat was too much for them. Without the right words the moral would be totally lost and he know what would happen next. &amp;quot;First&amp;quot;, he thought too himself, &amp;quot;I must not let them see me down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Field Officer is a natural leader with the heart of a warrior. He understands how to direct allies and lead by example. The Field Officer has tactical expertise and uses such knowledge to coordinate armed forces in the battle field. He is not afraid to get into the thick of things himself especially if it means completing the mission at hand. Field Officers are seen commanding counter-terrorism teams, a group of trained soldiers, or even undisciplined mercs. Even pirates may find themselves taking advantage of a natural leader and assign someone of such skill as a first mate to help keep the people in line.&lt;br /&gt;
&lt;br /&gt;
A Player will choose Field Officer if they want a Character to be the one who takes charge in crisis or leads others into battle as well as providing knowledge and expertise that can be helpful to the group as a whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Field Officer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot use power armor or it negates his ability to use techniques. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charisma and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Field Officer’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Intimidate]] (Cha), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Leadership]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Field Officer can use Techniques honed by an education in tactics and team building wither by schooling, experience or both that are designed to provide help to his team mates. These Techniques use the Wisdom *OR* Charisma modifier! Depending on the Technique. IF the Technique doesn&#039;t say its Charisma.&lt;br /&gt;
&lt;br /&gt;
=== Field Officer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Field Officer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Leader of the Troops&lt;br /&gt;
: Beginning on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Field Officer provides a strong, reassurance presence to his teammates. If the Field Officer succeeds at whatever task he does this around he can provide a +1 Moral bonus too his teammates. As long as the Field Officer is within 30ft + 5ft per Wisdom Mod, the Field officer can choose to provide the +1 Bonus to &#039;&#039;&#039;either&#039;&#039;&#039; Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and preform there move before the success or failure of the Field Officer is determined.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level Field Officer this bonus changes to +2. At &#039;&#039;&#039;10th&#039;&#039;&#039; level this bonus changes to +3. &lt;br /&gt;
&lt;br /&gt;
;Encouraging Speech&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Field Officer uses there dictative skills to provide an encouraging speech of valor. This can effect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every effected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Survival]]&lt;br /&gt;
: Beginning at &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Field Officer can add one-half his class level to his AC for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed AC, as well.) He must declare he is doing this at the beginning of his turn, and the AC bonus lasts until his next round of actions.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level this can be done twice a day.&lt;br /&gt;
&lt;br /&gt;
;Coordinate Attack&lt;br /&gt;
: Granted at &#039;&#039;&#039;4th&#039;&#039;&#039; level, The Field Officer points out the target they are aiming for. If you are successful then for every other teammate, up to the Field Officer&#039;s Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round they gain &#039;&#039;&#039;1d4&#039;&#039;&#039; of extra damage. At &#039;&#039;&#039;8th&#039;&#039;&#039; Character Level the damage dice is &#039;&#039;&#039;1d6&#039;&#039;&#039;. At &#039;&#039;&#039;12th&#039;&#039;&#039; it is &#039;&#039;&#039;1d10&#039;&#039;&#039; and at &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this is &#039;&#039;&#039;1d12&#039;&#039;&#039;. This can only be done when there are more then 1 targets left. If there is only one enemy left then it is obvious all friendlies would be targeting it. &lt;br /&gt;
&lt;br /&gt;
: This requires a Free action and can only do this 1 + 1 every 5 Character levels per day. So at level 10 they can do this 3 times and at 20 this can be done 5 times.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Field Officer gains a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Inspiring Speech&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Field Officer can provide a stirring speech or preform some otherwise inspiring action that encourages his team mates. This is a [[Diplomacy]] check against DC14 + 3 for every number of effected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful the allies get an advantage bonus too Accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat this is a Full Round action.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Protege&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Field Officer can pick a person out of the team to be there Protege. The person must be part of the team for some time (Left up to the GM) and must be a willing to be subject to the Field Officers wisdom and charm to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer&#039;s Wisdom Mod during combat the Protege gains a Competence/Moral bonus equal to the Field Officers Charisma Modifier on all rolls. &lt;br /&gt;
&lt;br /&gt;
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Pinned|Pinned]], [[Conditions#-_Sickened|Sickened]], [[Conditions#Shaken|Shaken]], [[Conditions#-_Dazed|Dazed]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. If the Field Officer is killed the Protege is seriously taken back by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
: The Field Officer cannot easily change Proteges. Once one is picked it should be months or years before another one can be picked. However if the Field Officer feels they made the wrong choice they can switch to another Character early. (It is up to the GM how early is early). The previous Protege is taken back by this and gains disadvantage for 1d4 of the next combat encounters.&lt;br /&gt;
&lt;br /&gt;
;Commanding Presence&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Field Officer can now distract a target and make it focus on the Field Officer. The Field Officer rolls a [[Diplomacy]] or [[Intimidate]] check (which the player prefers) to attempt to force a target to pay attention to them. The target rolls an apposing Wisdom save. If successful they ignore the Field Officer. If they fail the target redirects there attention to the Field Officer.&lt;br /&gt;
&lt;br /&gt;
;Follow My Lead&lt;br /&gt;
: On the &#039;&#039;&#039;9th&#039;&#039;&#039; level, the Field Officer can inspire others to do what he does. If declared before an attack (which must then be successful) or immediately after a Critical attack the Field Officer can roll a Charisma save of DC16 + 3 for every effecting member (The Field Officer can choose to ignore some allies to reduce the DC). If successful each member gains advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also regardless of the target any effected member gains max damage on there next attack.&lt;br /&gt;
&lt;br /&gt;
: This can only be done once per combat encounter. At Character level &#039;&#039;&#039;18&#039;&#039;&#039; this changes too twice a level. &lt;br /&gt;
&lt;br /&gt;
;Tactical Master&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039;, the Field Officer can preform two Techniques in one turn. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
: The Field Officer can only preform this once a day. At Character level &#039;&#039;&#039;20&#039;&#039;&#039; this goes up to 2 times per day.&lt;br /&gt;
&lt;br /&gt;
== Helix Warrior ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
Table: The Helix Warrior&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Light Sleeper || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Combat Expertise || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th|| Furry of Blows || 2 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th||Improved Reaction || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|8th||Superior Conditioning || 4|| 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable to allow. Pushing against the wall of morality is to some scientists their duty. Helix Warrior&#039;s are examples of those experiments scientist do that sometimes pushes to hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization.  People, sometimes willing however usually not, subjected to rigorous &amp;quot;scientific&amp;quot; experimentation. Their DNA manipulated in order to purge anything deemed undesirable and is considered a &amp;quot;flaw&amp;quot;. Some call this &amp;quot;forced evolution&amp;quot;. Most call it eugenics. Some Civilizations allow such practices while most others do not. Yet all capable Civilizations do it at some point. &lt;br /&gt;
&lt;br /&gt;
Some Helix Warrior&#039;s come out with no negative side effects and use there abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior&#039;s manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.&lt;br /&gt;
&lt;br /&gt;
Choose the Helix Warrior if you want your Character too be a capable soldier, especially with melee combat and have abilities beyond the reach of normal people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Helix Warrior, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Strength &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Strength score of 12+&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Cannot take the following Feats: Firearm&#039;s Advanced/Heavy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Strength&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Helix Warrior uses her Wisdom in the application of her Techniques.&lt;br /&gt;
&lt;br /&gt;
=== Helix Warrior&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Helix Warrior advanced class.&lt;br /&gt;
&lt;br /&gt;
;Haul&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity.&lt;br /&gt;
&lt;br /&gt;
;Martial Artist&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Helix Warrior&#039;s unarmed strikes can be considered lethal if the Helix Warrior chooses. To review unarmed strikes and there damage visit the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] section.&lt;br /&gt;
&lt;br /&gt;
;Darkvision&lt;br /&gt;
: Beginning at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Helix Warrior gains the ability to see in the dark. She can see in near total darkness out to a range of 60 feet. Darkvision is black-and-white only, but is otherwise like normal sight.&lt;br /&gt;
&lt;br /&gt;
: The range of the Helix Warrior’s darkvision improves to 90ft at &#039;&#039;&#039;5th&#039;&#039;&#039; level and 120ft at &#039;&#039;&#039;10th&#039;&#039;&#039; level. If the species the Helix Warrior is playing as already has Darkvision then the vision is improved upon by granting an additional 30ft at each level.&lt;br /&gt;
&lt;br /&gt;
;Light Sleeper&lt;br /&gt;
: Starting on the &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Helix Warriors are light sleepers and There Passive perception is the same when asleep or awake and they can make [[Perception]] checks even while asleep, without penalty. &lt;br /&gt;
&lt;br /&gt;
;Combat Expertise&lt;br /&gt;
: On the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.&lt;br /&gt;
&lt;br /&gt;
: Also gain this on &#039;&#039;&#039;6th&#039;&#039;&#039; and &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Furry of Blows&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons only. This Extra Attack is only usable when attacking as a Full Round action. It can be stacked on already existing Extra Attacks and does not effect Bonus Attack rules. &lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, a Helix Warrior gains a new bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Combat Martial Arts&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Survivor&lt;br /&gt;
: Starting at &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Helix Warrior can declare this ability when rolling a saving throw, she may roll an additional 1d20 and take the best result, discarding the lower roll. &lt;br /&gt;
&lt;br /&gt;
: This can only be done once per day. At Character level &#039;&#039;&#039;12&#039;&#039;&#039; it can be used twice and at level &#039;&#039;&#039;18&#039;&#039;&#039; it can be used three times.&lt;br /&gt;
&lt;br /&gt;
;Improved Reaction&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if &#039;&#039;&#039;not&#039;&#039;&#039; already in combat. &lt;br /&gt;
&lt;br /&gt;
;Superior Conditioning&lt;br /&gt;
: Beginning at &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: Cowering, Dazed, Exhausted, Fatigued, Nauseated, Panicked, Paralysed, Shaken, and Stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all. (Also things that require rest such as Fatigued and Exhausted)&lt;br /&gt;
&lt;br /&gt;
: This requires a Simple action and can only do this 1 + 1 every 5 levels of Helix Warrior per day. So at level 10 they can do this 3 times.&lt;br /&gt;
&lt;br /&gt;
;Strong As An Ox&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level and beyond, the Helix Warrior’s ignores the &#039;Clunky&#039; attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)&lt;br /&gt;
&lt;br /&gt;
;Focused Attack&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, once per encounter the Helix warrior may take a Full Round action to concentrate on a targets moves. This requires a Wisdom Save of DC20. If successful the Helix Warrior gains the ability to do &#039;&#039;&#039;max&#039;&#039;&#039; damage on any hit that lands on that target for a number of turns equal to the Helix Warrior&#039;s Wisdom Modifier. The Helix Warrior cannot &#039;retarget&#039; another enemy until the effect has warn off or until the the target is dead. &lt;br /&gt;
&lt;br /&gt;
: A Helix Warrior can only do this 2 times a day.&lt;br /&gt;
&lt;br /&gt;
== Shield Splicer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Shield Splicer&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
! 4th&lt;br /&gt;
! 5th&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Self Shielded, Sense Shield || 1 || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || 2 || 1 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat || 3 || 2 || 2 || 1 || - || -&lt;br /&gt;
|- &lt;br /&gt;
|6th|| Shielded Defender/Wielder Talent(s) || 4 || 3 || 2 || 1 || - || -&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Disrupt Shield || 4 || 3 || 3 || 2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || 5 || 4 || 4 || 3 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;9&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the [[Species#Cryous|Cryous]]. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower there soldiers. This helped take the Lepidona&#039;s ground troop superiority away. As a response the Lepidonians made a suit/cybernetic implant set combo in hopes to out due their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit and now days people that use them are called Shield Splicers. &lt;br /&gt;
&lt;br /&gt;
The technology was inevitably leaked and the rest of the Galaxy has been tweaking and improving upon the design for centuries. Mainly for war the suits are sometimes outlawed. Many mercenary groups, pirates, thugs and other more unlawful groups employee wearers of such suits. Sense work is hard to come buy if you dedicate a portion of your life to wearing a suit half the galaxy has outlawed most Shield Splicers don&#039;t have a choice. And thus a stereo type was born. &lt;br /&gt;
&lt;br /&gt;
In order to curb the bad rapport new more defensive versions of the Suit where made. With the suit being more prevalent in the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had there monks devote time to learning the suit as a defense and healing tool.&lt;br /&gt;
&lt;br /&gt;
Player&#039;s Choose the Shield Splicer if they want Characters that can manipulate shields as if the shield was a sixth sense. And use them to either protect allies defensively or crush enemies in a nearly invisible clutch of a super strong field of force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path is through either the [[Future_Hero_Base_Class#Path_of_Constitution_.28Tough_Hero.29|Path of Constitution(Tough Hero)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become an Shield Splicer, a character must fulfill the following criteria. &lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Constitution &#039;&#039;&#039;OR&#039;&#039;&#039; Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Constitution Score 16+ with Wis score of 10+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ with Con score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Advance Class: Cannot also be an Electro-Mancer&lt;br /&gt;
# Cannot wear power armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Constitution and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Shield Splicer’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), Choose One Craft: [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ](Int), Choose Any One [[Knowledge]](Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Technique Ability Affinity&amp;lt;/u&amp;gt;: The Shield Splicer uses their Constitution ability to preform Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extra Info&amp;lt;/u&amp;gt;: At level 1 the Shield Splicer either chooses the &#039;&#039;&#039;Shield Wielder&#039;&#039;&#039; or a &#039;&#039;&#039;Shield Defender&#039;&#039;&#039; path. The choice is based on what core class you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender. If the Character has both core classes the Player can freely choose. But unlike the Electro-Mancer once this is chosen you cannot pick Talents from the other.&lt;br /&gt;
&lt;br /&gt;
=== Shield Splicer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
;Self Shielded&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to imbue themselves with a shield that provides temporary health. The health increase is equal too Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can only be done too oneself. It requires a Standard Action.&lt;br /&gt;
&lt;br /&gt;
;Sense Shield&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Shield Splicer is able to more easily sense things that project shields. The DC for a Passive or normal [[Perception]] check is reduced by 5 for detecting any shielded object regardless if it is hidden. Clocking is a form of shield. The object has too be within 60ft of the Shield Splicer.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Shield Splicer gets a Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039; or &#039;&#039;&#039;Techniques&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Disrupt Shield&lt;br /&gt;
: Upon &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with there mind that they are within 60ft + 5ft per Conn Mod. The further they reach out the more it hurts and the more damage they inflict also causes physical strain on there bodies. This requires a Constitution check DC15 + 1 for every damage dealt to the shield systems. These are the shield systems of Power Armor, a Personal Force Field or some built in shield device. The &#039;health&#039; of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify have 20 HP or 30 if it is Masterworked.. Power Armor&#039;s is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for normal and 30 for Masterworked. &lt;br /&gt;
&lt;br /&gt;
: This requires a Full Round action in combat. If not in combat it is assumed that the Shield Splicer can eventually break past the shield. However they roll a Constitution check DC20 to see if they become [[Conditions#Fatigued|Fatigued]] afterward. They cannot preform this action while Fatigued or Exhausted.&lt;br /&gt;
&lt;br /&gt;
==== Shield Wielder(Conn) ====&lt;br /&gt;
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Core Class.&lt;br /&gt;
&lt;br /&gt;
:; Shield Attack:&lt;br /&gt;
:: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Wielder gains the ability to mold a shield into a small concentrated sphere to cause damage at a range. This is considered a natural attack. The Range is Small (100ft). Its damage is 1d6 + Conn Mod. Damage type is Kinetic,Kinetic. (Please review the Damage Type section in the [[Weapons#Advance_Weapon_Creation|Advance Weapon Creation]] rules to learn about double damage types). The Shield Wielder uses Dexterity still too aim however she uses Constitution Mod as a bonus to damage. &lt;br /&gt;
&lt;br /&gt;
:; Shield Wielder Novice: &lt;br /&gt;
:: Starting at &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Focused Shield Attack: &lt;br /&gt;
:: Upon &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)&lt;br /&gt;
&lt;br /&gt;
:; Advanced Shield Wielder: &lt;br /&gt;
:: At the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques&lt;br /&gt;
&lt;br /&gt;
:; Greater Shield Attack: &lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder&#039;s Shield Attack has now been improved too its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.&lt;br /&gt;
&lt;br /&gt;
:; Master Shield Wielder:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Wielder can preform techniques off a lower level using higher level slots which provide them with one of the following boosts. Double the damage/effect, treated as a simple action, double range. This can be done multiple times by continuing too improve the level of the Technique if possible to stack the effects. The damage cannot be chosen more then twice. &lt;br /&gt;
::&#039;&#039;&#039;Note&#039;&#039;&#039;: Preforming a Technique &#039;as if it was of a higher level&#039; means that if the Technique was a level 1 technique the Technique would be treated as if the Character was using a lvl 2 technique. Meaning that if the Character had already used all their level 2 techniques for the day they would not be able to use this technique. It also means that the DC for saving throws is higher in some cases. As the DC is usually 10 + Technique Level + Ability Modifier (Int)&lt;br /&gt;
&lt;br /&gt;
==== Shield Defender(Wis) ====&lt;br /&gt;
: This talent tree is for a Shield Splicer that has at least 2 lvls in the Wisdom Core Class. &lt;br /&gt;
&lt;br /&gt;
:; Selfless Shield:&lt;br /&gt;
:: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Shield Defender can use there &#039;&#039;&#039;Self Shielded&#039;&#039;&#039; talent on others. It is considered a ranged touch attack. With a range of 30ft + 5ft per Conn Mod. The Shield now provides temporary Hit Points equal too Shield Splicer level + (2 * Conn Mod) + (2 * Wis Mod). However the shield can only be active on one person at a time which includes yourself. Once deactivated wither by choice from the Shield Wielder or because it ran out of Hit Points it requires 1 turn of cool down and then can be used again.&lt;br /&gt;
&lt;br /&gt;
:; Substitution: &lt;br /&gt;
:: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, as a standard action the Shield Defender can create a faint shield presence around a target. Whenever that target is attacked the Shield Splicer can choose to roll a Wisdom check and absorb 1/2 of the result as damage onto themselves instead of the target. The Shield Defender&#039;s Conn Mod acts as DR for the damage they adsorb. But no other DR counts.&lt;br /&gt;
&lt;br /&gt;
:; Improved Force Wall:&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Shield Defender can use Force Wall as a Simple action. Or for a Standard Action use it as a higher slot technique to double all its effects. &lt;br /&gt;
&lt;br /&gt;
:; Improved Cloak:&lt;br /&gt;
:: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Shield Defender can use Cloak as a Simple action on herself or a friendly target as a touch attack. Only one Cloak can be active at a time.&lt;br /&gt;
&lt;br /&gt;
:; Healing Chamber:&lt;br /&gt;
:: Upon &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Shield Defender can warp a protective shield around a target as a touch attack. They can even target themselves. The shield helps hold in the air where a concentration of healing gas is pumped in. This is from a special simple device that the Shield Defender can craft. It can contain a healing concoction or healing regeneration potion with an extra concentrated dose. The Shield Defender will have to craft the concoction herself or buy it. And she cannot use this Talent without the item. This slowly releases the concoction crafted within the shield designed especially to help concentrate the gas to the most wounded areas. If it is a Healing Concoction then it provides 1d4 turns at 1/2 the health restored per turn. If it is a Regenerative Concoction then it acts as normal but lasts twice as long.&lt;br /&gt;
&lt;br /&gt;
== Space Marine ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table:  &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class &amp;lt;br \&amp;gt;Level&lt;br /&gt;
! Special &lt;br /&gt;
|-&lt;br /&gt;
|1st|| Military School (Boot Camp), Iron Gut&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Joint Operations&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Military School (Advanced Training) &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Combat Expert&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Military School (Specialist Training)&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Special Focus Training &lt;br /&gt;
|-&lt;br /&gt;
|9th|| Military Training Trick&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Military School (Space Marine Elite Training)&lt;br /&gt;
|}&lt;br /&gt;
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution&#039;s firm out reaching hand. They are not just required when waging war in space but also to help keep the peace and insure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing there services where an otherwise out stretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly. &lt;br /&gt;
&lt;br /&gt;
No matter who they serve Space Marine&#039;s are talented at all things combat in space. Wither in space ship battles, or close quarters combat, Zero G, or extra G. Space Marines have the talent and guts to get it done. It may not be clean... in fact its certainly gonna get messy but Marines wouldn&#039;t have it any other way. &lt;br /&gt;
&lt;br /&gt;
Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.&lt;br /&gt;
&lt;br /&gt;
The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+  &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Strength Score 16+ and Dexterity score of 10+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity, Strength &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)&lt;br /&gt;
&lt;br /&gt;
=== Space Marine&#039;s Class Features  ===&lt;br /&gt;
----&lt;br /&gt;
;Military School (Boot Camp)&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine can pick a Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
:: This is also available at &#039;&#039;&#039;4th&#039;&#039;&#039;, &#039;&#039;&#039;7th&#039;&#039;&#039; and &#039;&#039;&#039;10th&#039;&#039;&#039; levels.&lt;br /&gt;
&lt;br /&gt;
;Iron Gut&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Space Marine gets the [[Zero-G_Training|Zero-G Training]] feat for free.&lt;br /&gt;
&lt;br /&gt;
;Joint Operations&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Space Marine gets training that makes them better at attacking in teams. If the Space Marine targets something that at least two other teammates also target the Space Marine gains an advantage bonus on the first accuracy check against that target that round.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Suppressing Fire!:&lt;br /&gt;
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to preform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply. &lt;br /&gt;
:;Closing the Gap:&lt;br /&gt;
:: The Space Marine can use his Strength and Stamina to make a strategic dash forward. The Space Marine can move 10ft per Strength Mod extra for a single turn. Also the Space Marine gains advantage to Charge and Tackle Combat Techniques. This move can only be done once per combat encounter.&lt;br /&gt;
&lt;br /&gt;
;Military School (Advanced Training)&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Combat Expert&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;6th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks. &lt;br /&gt;
:;Debilitating Shot:&lt;br /&gt;
:: The Space Marine can use there tactical training to preform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine&#039;s Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. This can only be done once per combat.&lt;br /&gt;
:;Taking the Initiative:&lt;br /&gt;
:: If the Space Marine succeeds at a critical attack the Space Marine can also take the initiative and preform another Extra Attack that around with advantage against the same target. However doing this is the declaration of the end of the turn for the Space Marine. &lt;br /&gt;
&lt;br /&gt;
;Military School (Specialist Training)&lt;br /&gt;
: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
;Special Focus Training&lt;br /&gt;
: Gained on the &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Space Marine picks either Melee, Ranged Weapons or Armor too focus on to help allow him to better fight into different rolls within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].&lt;br /&gt;
&lt;br /&gt;
;Military Training Trick&lt;br /&gt;
: Again on the &#039;&#039;&#039;9th&#039;&#039;&#039; level the Space Marine can pick on tricks learned from his experiences and time at the academy. The Player can choose between two different Tricks.&lt;br /&gt;
:;Prey:&lt;br /&gt;
:: The Space Marine can &#039;mark&#039; a target using a successful Ranged attack. Only one target can be marked at a time. Marking a target is optional. Once marked the Space Marine gains an additional 1d6 per attack done on that target until the Mark is removed. At &#039;&#039;&#039;18th&#039;&#039;&#039; Character level this goes up to 2d6. This is not effect by Critical damage but is effected by DR. &lt;br /&gt;
:;Against all Odds:&lt;br /&gt;
:: If the Space Marine find themselves surrounded/flanked by multiple opponents all within either the Space Marines reach or there own reach (in other words they can do or be dealt melee damage). In this situation the Space Marine gains advantage to doing Melee attacks. When preforming a melee attack against a target while in this circumstance the Space Maine gains 1d6 bonus damage per Enemy flanking the Space Marine per successful attack/extra damage. The Space Marine can only keep up this desperate fight for there Strength Mod number of rounds.&lt;br /&gt;
&lt;br /&gt;
;Military School (Space Marine Elite Training)&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Space Marine can pick another Feat from the either the &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039; or &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039; Feat section for a Bonus Feat.&lt;br /&gt;
&lt;br /&gt;
== Starfighter ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table: The Starfighter&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| [[Pilot]] Training, Reckless Behavior&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Sharp Reflexes, Dirty Fighting&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Do a barrel roll!&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Bonus Feat, Shake, Rattle, And Roll&lt;br /&gt;
|-&lt;br /&gt;
|5th|| To the max!&lt;br /&gt;
|-&lt;br /&gt;
|6th|| [[Pilot]]&#039;s Awareness, Daredevil&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Intimidating Reputation&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Bonus Feat, Keep it together&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Cool Under Pressure&lt;br /&gt;
|-&lt;br /&gt;
|10th|| [[Pilot]]&#039;s Luck&lt;br /&gt;
|}&lt;br /&gt;
The job of a fighter pilot is a tough and dangerous one. Years of intense training never truly prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive on-slot of thousands of other little ships so small they are barely visible against the canvas of stars that makes up the milky-way. The scene is illuminated in flashes by weapon fire almost seaming to twinkle like the stars. An awe inspiring sight of modern violence. Most do not survive this first chaotic experience. But this is sadly the best way to weed out those that can and those that cannot. Most choose this path because they are thrill seekers and hotshots who think they are invincible. &lt;br /&gt;
&lt;br /&gt;
If a Starfighter has survived more then a few dozen of these battles then likely they are among the greatest in the galaxy in piloting ships. They hone there skills being able to perceive all that is around them in three dimensions as enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their own mortality, end their service at such point and put their skills to use in much less dangerous and more lucrative positions. From flying the ships of dignitaries, to pirating, to flying support for a cargo run, they are recognized for their service even by nations that they did not fight for, and they are feared as the greatest pilots the galaxy has to offer. &lt;br /&gt;
&lt;br /&gt;
Choose the Starfighter if you want your character to be an astrogatin&#039;, battleship-hatin&#039; fighter jockey with confident skills in the pilot seat and elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]], though other paths are certainly possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Starfighter, a character must fulfill the following criteria.&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Dexterity &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Dexterity score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Dexterity and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis). &lt;br /&gt;
&lt;br /&gt;
=== Starfighter&#039;s Class Features:  ===&lt;br /&gt;
----&lt;br /&gt;
;[[Pilot]] Training&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter uses his training and knowledge to better adept himself with all sorts of different spaceships. The Starfighter has advantage when piloting any ship.&lt;br /&gt;
&lt;br /&gt;
;Reckless Behavior&lt;br /&gt;
: The Starfighter&#039;s reckless nature can sometimes get them in nature. This ability is granted at &#039;&#039;&#039;1st&#039;&#039;&#039; level. At the start of combat the Starfighter can &#039;jump the gun&#039; to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose too roll a Initiative check against a DC15 + Enemies Initiative Score. If successful the Starfighter preforms a single Bonus Attack. Then normal combat can start. This does not count if the team already has a surprise round. If the Starfighter chooses this course of action however he gets -2 AC for the first round of combat. &lt;br /&gt;
&lt;br /&gt;
;Sharp Reflexes&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, a Starfighter applies his new found skills in the forum of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.&lt;br /&gt;
&lt;br /&gt;
: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.&lt;br /&gt;
&lt;br /&gt;
;Dirty Fighting&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent has to be declared before the attack and can only be used successfully once per target. If the Starfighter successfully attacks a target then they can also roll a [[Bluff]] check DC 12 + Wisdom Mod. If successful the target takes no advantages and gains 1 disadvantage when attacking the Hero for the next 1d4 rounds.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;Character level 10&#039;&#039;&#039; this changes to 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
; Do a barrel roll!&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Starfighter can preform an acrobat maneuver while piloting a spacecraft as a full round action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th his level round up in between rests. A full rest is required to use again.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Starfighter gains a Bonus Feat at &#039;&#039;&#039;3rd&#039;&#039;&#039; and &#039;&#039;&#039;8th&#039;&#039;&#039; levels. You can choose from the following categories. &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Shake, Rattle, And Roll&lt;br /&gt;
:At &#039;&#039;&#039;4th&#039;&#039;&#039; level, a Starfighter learns how rock an enemy spaceship with weapons fire. The Starfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). If the Starfighter is not also in control of the Weapons the Weapons officer will need to make a successful hit in order for this too work. A spaceship damaged by the Starfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and weapons officers included) aboard the shaken ship take a disadvantage penalty on attack rolls, saving throws, and skill checks for 1 round. A Starfighter may use this ability once per day at &#039;&#039;&#039;4th&#039;&#039;&#039; level, twice per day at &#039;&#039;&#039;7th&#039;&#039;&#039; level, and three times per day at &#039;&#039;&#039;10th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;To the max!&lt;br /&gt;
:At &#039;&#039;&#039;5th&#039;&#039;&#039; level and beyond, a Starfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet per Engine Mod. The Starfighter must be piloting the ship to increase its tactical speed. The Engines will need to cool down for 1 minute before they can be used in that way again.&lt;br /&gt;
&lt;br /&gt;
:This also can be used by the Starfighter to push themselves physically in combat which increases the Starfighter&#039;s base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Awareness&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level any ship the Starfighter starts too apply there acute senses learned from the near death experiences of there carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.&lt;br /&gt;
&lt;br /&gt;
;Daredevil &lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating Reputation&lt;br /&gt;
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring and they can be down right terrifying. At &#039;&#039;&#039;7th&#039;&#039;&#039; level The Starfighter gets a +2 Misc bonus too [[Intimidate]] Skill checks. Also if the Starfighter is in the pilot seat of a crewed ship and another player attempts to [[Intimidate]] the enemy ship they can make reference too there skilled [[Pilot]] at the helm and gain the same bonus. &lt;br /&gt;
&lt;br /&gt;
;Keep It Together&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Starfighter can continue to operate a spaceship even after it has been reduced to negative hit points and has begun breaking apart. However, the ship cannot be repaired and continues to lose 1 hit point per round, exploding once it reaches its destruction threshold. The Starfighter and all other personnel aboard the ship are considered shaken, taking a disadvantage penalty on attack rolls, saving throws, and skill checks.&lt;br /&gt;
&lt;br /&gt;
;Cool Under Pressure&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level the Starfighter now has advantage when rolling saving throws against mind altering effects both in combat and while piloting.&lt;br /&gt;
&lt;br /&gt;
;[[Pilot]]&#039;s Luck&lt;br /&gt;
: Starting at &#039;&#039;&#039;10th&#039;&#039;&#039; level, a Starfighter shows off there &#039;skill&#039; or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However at &#039;&#039;&#039;Character Level 15&#039;&#039;&#039; that changes to 2 times per day.&lt;br /&gt;
: - When piloting the Starfighter can choose between the following bonuses for one round.&lt;br /&gt;
:* Provide an advantage bonus to both the accuracy check and damage of the Ship&#039;s Weapon systems.&lt;br /&gt;
:* Provide a +6 to AC to avoid being hit. &lt;br /&gt;
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.&lt;br /&gt;
:* Allow another person to preform a Grapple Function with Advantage.&lt;br /&gt;
: - When when normal combat for one round.&lt;br /&gt;
:* Distract an enemy making them take no advantage and one disadvantage when attacking any other target other then yourself.&lt;br /&gt;
:* When attacked by either Melee or Ranged weapon once per combat declare to contest the hit. Do a Dexterity Saving throw of DC = 5 + Enemy Accuracy Check.&lt;br /&gt;
:* Before doing a saving throw the [[Pilot]] can declare &#039;[[Pilot]]&#039;s Luck&#039; or they can say &#039;Dumb Luck&#039; and if they can roll twice and take the one with the better outcome.&lt;br /&gt;
&lt;br /&gt;
== Swindler ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Swindler&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Technique Usage by Level&lt;br /&gt;
|-&lt;br /&gt;
! 0*&lt;br /&gt;
! 1st&lt;br /&gt;
! 2nd&lt;br /&gt;
! 3rd&lt;br /&gt;
|-&lt;br /&gt;
|1st||Cheat Fate&amp;lt;br /&amp;gt;Sneak Attack +1d4 || 1 || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Thousand Faces, Escape Artist || 1 || 1 || - || - &lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Fortune&#039;s Favor || 2 || 1 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|4th||Lucky Strike&amp;lt;br /&amp;gt;Sneak Attack +2d4 || 2 || 2 || 1 || - &lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feats || 3 || 2 || 1 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|6th|| Warp Probability || 3 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|7th|| Timely Stride&amp;lt;br /&amp;gt;Sneak Attack +3d4|| 4 || 3 || 2 || 1 &lt;br /&gt;
|-&lt;br /&gt;
|8th|| Turn Back Time&amp;lt;br /&amp;gt;Lucky Strike+ || 4 || 4 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
|9th|| One Last Trick || 5 || 4 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
|10th|| Sneak Attack +4d4 || 5 || 5 || 3 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;7&amp;quot; | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it too their advantage. Almost always nefarious in nature the actions of a Swindler are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And its about making Lady Luck sing your tune. Some follow a weird cult that believes in an all powerful &#039;will&#039; that embodies the universe and manifests itself in a way that can only be described as &#039;luck&#039;. Some choose not to spend much time thinking about such things. While others believe in some ancient technology that somehow can be used to change probability. Whatever the case Swindler&#039;s have learned to throw themselves into &amp;quot;The Gamble&amp;quot;. Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big. &lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s are usually easy going and never consider themselves to be tied to a single ideology. They usually do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler&#039;s are usually looked down on by others as their life style is often unorthodox. However when they do work with others they are often used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use there abilities for good. Or at least for what they think is good. They can turn out to be vigilantes.&lt;br /&gt;
&lt;br /&gt;
Swindler&#039;s sometimes have to look out for Dimensional Knights particular from the Order of Unity. If fact that is where they get the name. It is the believed by some that Swindlers get there odd power from a &#039;lower&#039; forum of the same power that is bestowed upon Dimensional Knights. Swindler&#039;s are somehow capable of &#039;bending&#039; the rules that govern the Cosmos which too some seam awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger too a Swindler. &lt;br /&gt;
&lt;br /&gt;
Choose Swindler if you want a Character to be usually lucky in combat and if you want to have more control over the fate of the Character either to benefit yourself or others.&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Charisma_.28Charismatic_Hero.29|Path of Charisma(Charismatic Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Swindler, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Charisma &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Charisma Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Dexterity Score 16+ and Charismatic score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: A Swindler Character cannot *first* be a Dimension Knight. If a Swindler Character chooses to multi class with the Dimension Knight they must follow under the Order of Chaos or otherwise the Swindler would have to stop using all Techniques associated with his class.&lt;br /&gt;
# Class: A Swindler cannot also be a Tracer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Charismatic and Dexterity &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Swindler’s class skills are as follows. [[Bluff]] (Cha), [[Diplomacy]] (Cha), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Deceptive]]&lt;br /&gt;
&lt;br /&gt;
=== Swindler&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Swindler advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cheat Fate&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, fortune favors the Swindler. Once per day, he may re-roll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the re-roll, even if it’s worse than the original roll. At &#039;&#039;&#039;9th&#039;&#039;&#039; level this ability can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;Swift Attack&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer becomes skilled at taking down unaware targets quickly. He deals extra 1d4 points of damage on successful melee weapon attacks made against an unaware or flanked opponent. This extra damage can be lethal or non-lethal, as determined by the choice of weapon and the manner in which it’s used. This is extra damage given to the total damage done to that target for the round.  &lt;br /&gt;
&lt;br /&gt;
: This Talent can only be used with melee weapons the Character has a proficiency with and only on opponents that are unaware of the Character or flanked. &lt;br /&gt;
&lt;br /&gt;
: The extra damage increases to +2d4 at &#039;&#039;&#039;4th&#039;&#039;&#039; level, +3d4 at &#039;&#039;&#039;7th&#039;&#039;&#039; level and +4d4 on &#039;&#039;&#039;10th&#039;&#039;&#039; level. &lt;br /&gt;
&lt;br /&gt;
;Thousand Faces&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes) or a quick and dirty disguise in 9 seconds or 3 rounds. The Swindler also gets advantage bonus on &#039;&#039;&#039;2nd&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
;Escape Artist&lt;br /&gt;
: Starting at &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Swindler uses his long experience of hearing about other people getting caught and escaping and which has nothing to do with himself of course. And with this knowledge he gains advantage when ever attempting to escape confinement. Either it be ropes, chains, force field, or some sort of jail. As long as he has been in some way immobilized. This does not count while in combat. &lt;br /&gt;
&lt;br /&gt;
;Fortune&#039;s Favor&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level the Swindler&#039;s luck at obtaining wealth seams to be unnaturally high. He gets an advantage bonus too profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and/or handle for its price. He also gains an advantage bonus when attempting to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials the Swindler also gains advantage.&lt;br /&gt;
&lt;br /&gt;
;Lucky Strike &lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level the Swindler gets to choose how to better improve there combat skills using there unique set of skills. Do they increase there critical chance or critical damage?&lt;br /&gt;
:; Critical Chance Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a Full Round action they can benefit from a +1 to the critical range of there weapons. A weapons critical range cannot go above 18-20 with this ability. If the Swindler has extra attacks this can only be taken advantage of once. This means the Swindler benefits from +1 critical range on every attack in a round of combat until he does a Critical. If the Swindler has any more attacks left they do not benefit from the +1 range until next turn.&lt;br /&gt;
:; Critical Damage Increase:&lt;br /&gt;
:: Once per round if the Swindler preforms a successful critical hit they gain an extra +1 to the critical damage multiplier. Just like Critical Chance Increase this only counts for the first time in a round the Swindler does a critical. This cannot make a critical multiplier go higher then 4x.&lt;br /&gt;
&lt;br /&gt;
: The Swindler gets this ability again at &#039;&#039;&#039;8th&#039;&#039;&#039; level. They can choose the same as before or different.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feats&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Swindler gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Two-Weapon Fighting&#039;&#039;&#039;, &#039;&#039;&#039;Melee Weapon Combat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
;Warp Probability&lt;br /&gt;
: Starting on the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Swindler can affect another target&#039;s attack roll, skill check, ability check, or saving throw. Even if the Swindler has already done for his turn or if its not his turn, the Swindler can alter the target’s d20 roll result. The Swindler must be within 30ft + 5ft for every Charisma Mod, must be able to see the target, and must declare that he’s doing the extra action before the the result of the target’s roll is revealed unless it is an ally in which case he can no ahead of time. This cannot be done on himself. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target&#039;s d20 roll. &lt;br /&gt;
&lt;br /&gt;
: This move causes the Swindler to sacrifice his standard action next turn. This can only be preformed the Swindler&#039;s Charisma Mods number of turns per day. &lt;br /&gt;
&lt;br /&gt;
;Timely Stride&lt;br /&gt;
: Starting at &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Swindler has longed long ago to be quick on his feat. However overtime he has learned to combine his unique skill set to make himself move through time more quickly. The Swindler gains +10ft of speed as long as they are not encumbered or wearing heavy armor. &lt;br /&gt;
&lt;br /&gt;
;Turn Back Time&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level the Swindler can re-roll any roll once per day. The Player must announce they are using this ability before they roll The Swindler can choose what roll they wish to take. &lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;16th&#039;&#039;&#039; Character level this can be used twice per day.&lt;br /&gt;
&lt;br /&gt;
;One Last Trick&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using there uncanny luck and ability to shift spacetime. If the Swindler is at or below 10% health (not including temporary health) then the Swindler can teleport himself up to 120ft + 10ft for every Charisma Mod. This can even be done out of turn in order to avoid an attack. This does require an Initiative check against the attacker though and if done out of turn the Swindler forfeits his next round. However if done normally this requires a Full Round action and is the declaration of the end of the Swindlers turn.&lt;br /&gt;
&lt;br /&gt;
== Technosavant ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Technosavant&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level&lt;br /&gt;
! Cybernaut&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Robotic Master&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Technocant || &#039;&#039;&#039;-&#039;&#039;&#039; || Technocant, Robotic Friend&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Tech Hoarder || &#039;&#039;&#039;-&#039;&#039;&#039; || Tech Hoarder&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Robomancer, Field MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Technophile || &#039;&#039;&#039;-&#039;&#039;&#039; || Technophile&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Robotic Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat, Robotic Vulnerability&amp;lt;br /&amp;gt;Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Virtual Houdini || &#039;&#039;&#039;-&#039;&#039;&#039; || Virtual Houdini&lt;br /&gt;
|-&lt;br /&gt;
|7th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Advanced MARS Surgeon&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Build Prototype || &#039;&#039;&#039;-&#039;&#039;&#039; ||  Build Prototype&lt;br /&gt;
|-&lt;br /&gt;
|9th|| || &#039;&#039;&#039;-&#039;&#039;&#039; || Technique Integration&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Greater Vulnerability || &#039;&#039;&#039;-&#039;&#039;&#039; || Greater Vulnerability, Robotic Combo Attack&lt;br /&gt;
|}&lt;br /&gt;
The teacher walked up to April&#039;s desk with a worried expression on his face. He looked at the tablet in his hands. It was Apirl&#039;s homework and last test scores. A large read square at the top right corner blinking with a white F centered within it. &amp;quot;Uhrm... Miss April a moment of your time.&amp;quot; The teacher said with a pause hoping to get Apirl&#039;s attention. He failed. Apirl&#039;s eyes where fixed on the work bench before her. A small spattering of electronics mixed with wires, duck tap, and a smoking soldering iron lay on the workbench before her. Her unkempt brown hair flowing down her back has caught the attention of several of her peers. However she has ignored there laughter and sneers just as she is ignoring the teacher. &amp;quot;UH HRM! Miss April a moment PLEASE!&amp;quot; The teacher said this time with resolve in his voice.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh?&amp;quot; shocked out of a trance she looks up at the teacher eying the tablet in his hand.&lt;br /&gt;
&lt;br /&gt;
The teach satisfied that the response was enough. &amp;quot;Your grades have been falling more and more recently. You seam ever engaged at school. Dare I say too engaged. But if you don&#039;t do your homework you will fail. And failing will not get you success. You have a chance here, this is one of the most prestigious schools in this sector of space for Engineering.&amp;quot; He finished the sentence with his nose a little higher in the air. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok... whatever. I don&#039;t care much to be a Engineer anyway. My interest is in robotics.&amp;quot; April replied instantly. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bu... wh... Robotics is a part of Engineer! My dear you must have other interest besides electronics?&amp;quot; The teacher stammered&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn&#039;t a robot, I don&#039;t care much to learn about it.&amp;quot; And with that she went back to her work.&lt;br /&gt;
&lt;br /&gt;
Little did that teacher know but years later April would be out in the field repairing and keeping robots working on a harsh new colonization project. Making sure the robots could defend themselves from the hostile bugs that lived on the planet. Lives depended on those robots. And she was paid more in one month then that teacher was in 10 years. &lt;br /&gt;
&lt;br /&gt;
Technosavants find more kinship with electronics, computers, robots and the alike then other biologic counterparts. It often starts with collecting robotic,cybernetic and computer hardware at a young age. It grows into not just a career but for a Technosavant a life choice. Loved for there aptitude to solve everyday problems Technosavants are found particularly in the frontier of space. Fixing electronic equipment and even improving on them. Noted for being tinkerers they communicate in a language of techno jargon often made up on the fly. &lt;br /&gt;
&lt;br /&gt;
Player&#039;s who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Technosavant, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Intelligence &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 15+ and Intelligence score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: The Technosavant cannot also be a Xenophile advance class. &lt;br /&gt;
# Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Intelligence and Wisdom&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Technosavant’s class skills are as follows: [[Computer_Use|Computer Use]] (Int), Craft both [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ](Int), [[Disable Device]] (Int), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant &lt;br /&gt;
&lt;br /&gt;
=== Technosavant&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Technosavant advanced class.&lt;br /&gt;
&lt;br /&gt;
;Cybernaut or Robotic Master&lt;br /&gt;
: At first level you must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features that are shared between both.&lt;br /&gt;
:* Cybernaut: is a Technosavant that focuses on learning how to improve oneself by making themselves more digital and robotic. They learn to enhance there own bodies with cybernetics and become cyborgs.&lt;br /&gt;
:* Robotic Master: is someone who focuses on making and controlling robots. They make them to do things for them or even to become friends with there own creations. &lt;br /&gt;
&lt;br /&gt;
;Technocant&lt;br /&gt;
: Starting at &#039;&#039;&#039;1st&#039;&#039;&#039; level, a Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called Technocant. In other words, the Technosavant gains the Language Technocant for free without it counting against her Language skill. At level 1 the Technosavant&#039;s Technocant Language level is 1. It goes up automatically by 1 every odd level of the Technosavant Class. Characters without the Technocant language can translate written Technocant with a successful Language check (DC 15). &lt;br /&gt;
&lt;br /&gt;
;Tech Hoarder&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level, the Technosavant&#039;s curiosity of trinkets and how to take them apart allows them to be great at salvaging old tech for spare parts. The Technosavant gains the [[Salvage|Salvage]] feat. &lt;br /&gt;
&lt;br /&gt;
;Technophile&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Technosavant uses there experience to better identify mysterious technology. gains advantage to any check made to identify an unfamiliar piece of technology or alien artifact.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Technosavant can choose from the following feat categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Leadership &amp;amp; Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Robotic Vulnerability&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;5th&#039;&#039;&#039; level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techno Hoarder deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. In addition, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more easily using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
;Virtual Houdini&lt;br /&gt;
: A Technosavant of &#039;&#039;&#039;6th&#039;&#039;&#039; level or higher can perform small wonders with a computer. The Technosavant can write tailor made viruses in the middle of combat. It only take 2 full rounds of combat to craft the virus. The Technosavant can take extra rounds to improve the virus. Every full round of combat adds 2 to the DC of detection and removal. The Technosavant also gains a +1 misc bonus to [[Computer_Use|Computer Use]].&lt;br /&gt;
&lt;br /&gt;
;Build Prototype&lt;br /&gt;
:At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Technosavant can repair and craft Mechanic or Electrical items of any Tech Level. However, the Craft check DCs for any item above the Technosavant&#039;s current Tech Level is increased by +5 per tech level higher then her own.&lt;br /&gt;
&lt;br /&gt;
;Greater Vulnerability&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Technosavant has improved there knowledge of robotics to be even more effective at taking them down. They now gain +2d6 when ever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.&lt;br /&gt;
&lt;br /&gt;
==== Cybernaut ====&lt;br /&gt;
&#039;&#039;&#039;WORK IN PROGRESS NOT READY FOR ALPHA TWO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cybernaut is obsessed with improving themselves through digital and mechanical enhancements. They do self-experimentation as a hobby to add new gadgets, cybernetics and software to themselves and become cyborgs. Some try to stay &#039;normal&#039; looking while others fully embrace there ideology and can completely change themselves over time. Becoming more machine then flesh.  &lt;br /&gt;
&lt;br /&gt;
:;Cybermancer&lt;br /&gt;
:: Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a cybernetic attachment.&lt;br /&gt;
&lt;br /&gt;
:;Super Cybersurgeon&lt;br /&gt;
:: At 6th level, the Technosavant gains an advantage bonus on [[Treat_Injury|Treat Injury]] checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.&lt;br /&gt;
&lt;br /&gt;
:;Distill Information&lt;br /&gt;
::A Techno Hoarder of 8th level or higher can take a full round action once per encounter to let her allies know of weaknesses of a single robotic target. After that for 1d4 + Int Mod turns allies gain additional damage or accuracy to the target in the form of the advantage die for each character. The Techno Hoarder decides which bonus her allies get.&lt;br /&gt;
&lt;br /&gt;
==== Robotic Master ====&lt;br /&gt;
Like robots? Maybe like them a little too much? Well there is no such thing as liking Robots too much from a Robotic Master. How could you not like something that tirelessly serves and sorta worships you. Ok ok... it defiantly worships you. The point is its best not too think about that too much. A Robotic Master loves making, programing, repairing, adventuring with robots. Seeing a mechanical and virtual machine come to life and experience the galaxy full of unexpected scenarios is an awesome challenge with equally rewarding benefits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:;Robotic Friend&lt;br /&gt;
:: At level &#039;&#039;&#039;1&#039;&#039;&#039; the Robotic Master acquires and builds her first multi-purpose adventure robotic system or MARS for short. Rules for customization of MARS robots as well as others are explained in the [[Hero_Companions|Hero Companions]] page.  Due to lack of experience and/or money the robot is very simplistic and is considered a level 1 MARS. The MARS level is the level of the Robotic Master starting at 1.&lt;br /&gt;
&lt;br /&gt;
:;Robomancer&lt;br /&gt;
:: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Technosavant becomes a master of robotics. With the help of some mechanical “magic,” she takes half the normal time to build or repair a robot’s frame or a robotic component.&lt;br /&gt;
&lt;br /&gt;
:;Field MARS Surgeon&lt;br /&gt;
:: Starting on the &#039;&#039;&#039;3rd&#039;&#039;&#039; level, the Robotic Master gets the ability too preform repairs too her MARS robotic companion while in combat. This action only applies to her companion as this represents her extra familiarity too this particular machine and its configuration. As a Full Round action she can preform a Craft skill check to repair her robot as if it was a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Characters Affinity Die + Robotic Master Level.&lt;br /&gt;
&lt;br /&gt;
:;Technique Integration  &lt;br /&gt;
:: At &#039;&#039;&#039;5th&#039;&#039;&#039; level the Robotic Master gets to integrate an extra Gadget crafted with an eligible Technique that can be activated using pre-programmed AI so it acts as an action done by the MARS and not the Robotic Master. This can be done again with a second Gadget at &#039;&#039;&#039;9th&#039;&#039;&#039; level.&lt;br /&gt;
&lt;br /&gt;
:;Advanced MARS Surgeon&lt;br /&gt;
:: At &#039;&#039;&#039;7th&#039;&#039;&#039; level the Robotic Master gets bonuses to repairs too her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also the Robotic Master gets an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.&lt;br /&gt;
&lt;br /&gt;
:;Robotic Combo Attack&lt;br /&gt;
:: At &#039;&#039;&#039;10th&#039;&#039;&#039; level the Robotic Master and her MARS robotic companion work so well together they gain efficiency bonuses when attacking the same target. They can take a Full Round action too attack the same Target that both the Robotic Master and the MARS companion have successfully attacked in the current combat. If both attacks are successful they get to roll an extra hit die each as if they had scored a Critical hit with a x2 crit bonus. This can only be done once per target. This also counts for one 1 of the Extra Attacks not all Extra Attack Damage.&lt;br /&gt;
&lt;br /&gt;
== Tracer ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Tracer&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Class Level&lt;br /&gt;
! Special&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1st|| Master Tracker, &amp;lt;br /&amp;gt;Tracers Mark +1d4&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| [[Study]] Target&lt;br /&gt;
|- &lt;br /&gt;
|3rd|| Uncanny [[Stealth]]&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Debilitating Blow, &amp;lt;br /&amp;gt;Tracers Mark +2d4&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Swift Tracking, Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Probe for Weakness&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Homing Tracer Round, &amp;lt;br /&amp;gt;Tracers Mark +3d4&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Distracting Shot&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Crippling Shot&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Finial Shot, &amp;lt;br /&amp;gt;Tracers Mark +4d4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Hunt&amp;quot; is all there is for most Tracers. You could say that they do not work to live but rather live to work. And &amp;quot;The Hunt&amp;quot; is the work. Ether its looking for a missing child or finding a killer on the loose the Tracer is dedicated to it. Tracers are more then just Bounty Hunters. The universe is a big and dangerous place and only some are willing to traverse it on a &amp;quot;hunch&amp;quot; or &amp;quot;wild goose chase&amp;quot; as some may call it. Trances also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revile in the daunting challenge.&lt;br /&gt;
&lt;br /&gt;
Tracer&#039;s are found using there skills as bounty hunters, parole officer, sometimes his skill are put to the test tracking packages and missing persons. So dedicated to &amp;quot;The Hunt&amp;quot; a Tracer will never truly give up on a target until it is found. Or until the Tracer dies trying. &lt;br /&gt;
&lt;br /&gt;
Pick to be the Tracer if you want a Character who excels at hunting fugitives or locating missing persons for money across the vastness of Space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Dedicated Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Tracer, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Intelligence Score 15+ and Wisdom score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: This person cannot also be a Swindler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Intelligence &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Tracer’s class skills are as follows. [[Intimidate]] (Cha), [[Computer_Use|Computer Use]] (Int), Choose Any Two [[Knowledge]]s (Int), [[Pilot]] (Dex), [[Stealth]] (Dex), [[Sense_Motive|Sense Motive]] (Wis), [[Study]] (Int) [[Survival]] (Wis), [[Perception]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Track]]&lt;br /&gt;
&lt;br /&gt;
=== Tracer&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Tracer advanced class.&lt;br /&gt;
&lt;br /&gt;
;Tracers Mark&lt;br /&gt;
: Starting on the &#039;&#039;&#039;1st&#039;&#039;&#039; level, the Tracer gains the ability to &#039;mark&#039; a target with a successful Ranged attack using a tracer round. This talent works similar the &#039;Prey&#039; talent from the Space Marine. This provides a +1d4 damage to the total damage done in that around to a &#039;marked&#039; target. Once marked a target stays marked until the Tracer attacks a new target. Only one target can be marked at any one time. The Tracer can choose to attack another target without marking it. This is considered the total damage done for a round not per attack.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;4th&#039;&#039;&#039; level this goes up to +2d4, &#039;&#039;&#039;7th&#039;&#039;&#039; level it goes to +3d4, and &#039;&#039;&#039;10th&#039;&#039;&#039; level this reaches +4d4 damage. &lt;br /&gt;
&lt;br /&gt;
;Master Tracker&lt;br /&gt;
: At &#039;&#039;&#039;1st&#039;&#039;&#039; level the Tracer gets an advantage bonus too [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target. &lt;br /&gt;
&lt;br /&gt;
: At level &#039;&#039;&#039;7th&#039;&#039;&#039; level the bonus becomes 2 advantage bonuses stacked.&lt;br /&gt;
&lt;br /&gt;
;[[Study]] Target&lt;br /&gt;
: At &#039;&#039;&#039;2nd&#039;&#039;&#039; level the Tracer can study an enemy opponent as a Full Round action. The Trace rolls a Intelligence check DC15. If successful the Trace gains an advantage bonus against accuracy checks for the next Intelligence Mod rounds. A Tracer can only do this once per target. &lt;br /&gt;
&lt;br /&gt;
;Uncanny [[Stealth]]&lt;br /&gt;
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at &#039;&#039;&#039;3rd&#039;&#039;&#039; level. He also gains the following.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;3rd&#039;&#039;&#039; level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.&lt;br /&gt;
&lt;br /&gt;
: At &#039;&#039;&#039;8th&#039;&#039;&#039; level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the normal –20 penalty).&lt;br /&gt;
&lt;br /&gt;
;Debilitating Blow&lt;br /&gt;
: Starting on the &#039;&#039;&#039;4th&#039;&#039;&#039; level, the Tracer learns to focus on his target and hit them in such a way that it helps debilitate them.  This is similar to the &#039;&#039;&#039;Debilitating Shot&#039;&#039;&#039; from the Space Marine. If [[Study]] Target talent is activated then the Tracer can do either a Ranged or Melee attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not bound simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer&#039;s Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kinda of healing. This requires a Full Round action. &lt;br /&gt;
&lt;br /&gt;
;Swift Tracking&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the &#039;Scan&#039; feature of a Space Ship he is operating if he is either manning the scanners or the Captain.&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: At &#039;&#039;&#039;5th&#039;&#039;&#039; level, the Tracer gets a free Bonus Feat from one of the following categories: &#039;&#039;&#039;Misc Feats&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Combat&#039;&#039;&#039;, &#039;&#039;&#039;Space Ship Operations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Probe for Weakness&lt;br /&gt;
: Starting at the &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer continues too study the target as he attacks it. If the [[Study]] Target talent is activated then the Tracer can roll a Intelligence DC25 whenever he preforms a Full Round attack action which lands a successful hit. If successful the Tracer gains an additional Xd4 of bonus damage. X being equal to 1 + 1 for ever 5 the Tracer beats the DC25 until the end of combat. &lt;br /&gt;
&lt;br /&gt;
: This ability can only be done once per combat.&lt;br /&gt;
&lt;br /&gt;
;Intimidating [[Profession]]&lt;br /&gt;
: At &#039;&#039;&#039;6th&#039;&#039;&#039; level, the Tracer&#039;s has started to make a name for himself. The Tracer can use the name of his profession and/or his accomplishments to seam more threatening. The Player chooses either +1 Misc bonus to the [[[[Intimidate]]]] skill or +1 Rank to the [[Profession]] skill which includes a Credit boost and instant income worth whatever the Characters new Credit Rating Budget is. For these rules visit the [[Wealth_and_Money|Wealth and Money]] page.&lt;br /&gt;
&lt;br /&gt;
;Homing Tracer Round&lt;br /&gt;
: On the &#039;&#039;&#039;7th&#039;&#039;&#039; level, the Tracer gains the ability to shoot a special Homing Tracer round that can be easily used by those who are not normally trained to use Tracers. As a Full Round action the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single attack damage. However this also provides advantage to the Tracers allies for 1d6 rounds. &lt;br /&gt;
&lt;br /&gt;
;Distracting Shot&lt;br /&gt;
: Starting at &#039;&#039;&#039;8th&#039;&#039;&#039; level, the Tracer can fire a special round that is designed to deal less damage but be distracting. The damage of the weapon is 1 die level lower. However the Tracer can pick from multiple options as to how the ammo effects the target.&lt;br /&gt;
:; Focus on me:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom save DC15 + Tracer&#039;s Dex Mod. If they fail they switch there attention for at least 1 round to the Tracer.&lt;br /&gt;
:; Look away:&lt;br /&gt;
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer&#039;s Dex Mod. If they fail they turn there heads and until the beginning of there next turn they are considered Flat footed/unaware.&lt;br /&gt;
:; Crippling Pain:&lt;br /&gt;
:: This causes massive crippling pain as a special toxin courses through there body. Dealing no real damage this toxin dissolves quickly but is meant to temporarily weaken a target. The Target must roll a Constitution save DC15 + Tracer&#039;s Int Mod. If they fail they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shakened they become [[Conditions#-_Dazed|Dazed]] and so on. At the start of each turn they can roll another Constitution save to get out of the Condition.&lt;br /&gt;
&lt;br /&gt;
; Crippling Shot&lt;br /&gt;
: At &#039;&#039;&#039;9th&#039;&#039;&#039; level, if a Tracer critical they can also (by choice), bleed damage for 1d4 + Intelligence Mod damage (Ignore DR), for 1d6 turns. This effect does not stack the damage but can stack the number of turns.&lt;br /&gt;
&lt;br /&gt;
;Finial Shot&lt;br /&gt;
: At &#039;&#039;&#039;10th&#039;&#039;&#039; level, the Tracer can whose there Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knockout a target. The Tracer takes a Full Round and roll a Intelligence check DC15 to observe the target much like [[Study]] Target talent. If that Talent is already active for the target then this step can be skipped. The next around the Tracer can attack with double advantage and if successful gains automatic critical with +1 to the critical level. This is similar to the &#039;Dead Aim&#039; Feat. However the critical can go up to x5 instead of x4 and it is not negated if the Character moves or skips a turn or is hit. Also the aiming portion can be skipped if the Tracer has already done [[Study]] Target. This can only be done once per target. The Tracer can also piercingly control the damage if they choose so that if the damage would of killed the Target the Tracer can merely choose to bring them down to 1 HP or 0 or out right kill them. If the target is still alive after the attack they roll a Constitution save DC20 + Tracers Intelligence Mod. If the save fails they become [[Conditions#-_Stunned|Stunned]] for 1 round.&lt;br /&gt;
&lt;br /&gt;
== Xenophile ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: The Xenophile&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Class&amp;lt;br /&amp;gt;Level &lt;br /&gt;
! Xeno-Master&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Xeno Philotherian&lt;br /&gt;
|-&lt;br /&gt;
! Special&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Special&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1st || Xenolore, Xeno Resistance || &#039;&#039;&#039;-&#039;&#039;&#039; || Xenolore, Xeno Imprinting, Handle Animal&lt;br /&gt;
|-&lt;br /&gt;
|2nd|| Quick Chemistry, Xeno Hunter || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry, Treat Animal&lt;br /&gt;
|-&lt;br /&gt;
|3rd|| Xeno Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Biology&lt;br /&gt;
|-&lt;br /&gt;
|4th|| Xeno [[Study]] || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training&lt;br /&gt;
|-&lt;br /&gt;
|5th|| Bonus Feat, Xeno Resistance +2 || &#039;&#039;&#039;-&#039;&#039;&#039; || Bonus Feat&lt;br /&gt;
|-&lt;br /&gt;
|6th|| Quick Chemistry+, Xeno Hunter+ || &#039;&#039;&#039;-&#039;&#039;&#039; || Quick Chemistry+, Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|7th|| Xeno Defender, Advanced Alien Biology || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|-&lt;br /&gt;
|8th|| Renowned || &#039;&#039;&#039;-&#039;&#039;&#039; || Renowned&lt;br /&gt;
|-&lt;br /&gt;
|9th|| Alien Insights || &#039;&#039;&#039;-&#039;&#039;&#039; || Treat Animal+&lt;br /&gt;
|-&lt;br /&gt;
|10th|| Xeno Defender+, Xeno Resistance +3 || &#039;&#039;&#039;-&#039;&#039;&#039; || Xeno Training+&lt;br /&gt;
|}&lt;br /&gt;
It can be hard learning a new culture. Even harder if its from an Alien species and civilization. Some however love the challenge and get excited when those such barriers are torn down. Even rarer group of people love to do that with alien creatures. A Xenophile is usually seen as just a career choice for those that study the physiology, psychology, culture, and technology of other species. But for must Xenophiles its a life choice and life choose for them. To them there is no greater joy then furthering science by discovery of new alien species.&lt;br /&gt;
&lt;br /&gt;
Usually this interest and even sometimes love for other species doesn&#039;t bestow any special kinship with them. However in rare cases it can. Some aliens creatures can be domesticated and even trained. Some Xenophiles take advantage of this to learn more about that species and how it interacts in different environments. &lt;br /&gt;
&lt;br /&gt;
On the other side of the spectrum some Xenophiles attempt to be more detached from there subjects to try to stay as objective and scientific as possible. &lt;br /&gt;
&lt;br /&gt;
Either case Xenophile&#039;s are usually found at newly discovered planets that have life on them. If not they are in civilization showcasing there newest discoveries. Sometimes they can be called upon by Nations or mega-corporations to help colonization efforts that have gone south because of the local alien &amp;quot;monsters&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Choose the Xenophile class if you want a Character to know the abilities , strengths, and weakness of various xenomorphs and/or even have a pet alien!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fastest path into this advanced class is through the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom(Wise Hero)]], though other paths are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Requirements&amp;lt;/u&amp;gt;&#039;&#039;&#039;: To qualify to become a Xenophile, a character must fulfill the following criteria.&lt;br /&gt;
&lt;br /&gt;
# Level: At least Level 2&lt;br /&gt;
# Core Class: Path of Wisdom &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom Score 16+ &#039;&#039;&#039;OR&#039;&#039;&#039; Ability: Wisdom score 15+ and Charisma score of 12+&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Restrictions&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
# Class: Cannot also be a Technosavant. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Class Information&amp;lt;/u&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Ability Affinity&amp;lt;/u&amp;gt;: Wisdom and Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Class Skills&amp;lt;/u&amp;gt;: The Xenophile’s class skills are as follows. Craft(Int) [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], [[Diplomacy]] (Cha), Choose Any Two [[Knowledge]]s (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Feat Bonuses&amp;lt;/u&amp;gt;: [[Xenomedic]]&lt;br /&gt;
&lt;br /&gt;
=== Xenophile&#039;s Class Features ===&lt;br /&gt;
----&lt;br /&gt;
The following class features pertain to the Xenophile advanced class.&lt;br /&gt;
&lt;br /&gt;
;Xeno-Master or Xeno Philotherian&lt;br /&gt;
: At first level the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. There are some class features that are shared between both. &lt;br /&gt;
:* Xeno-Master: You choose to be more detached from your studies. You learn from observing alien creatures in there natural habitats. Because of this you learn more about how to hunt down such creatures as well as there own way of surviving and defending themselves from predators. If a colony has a pest or alien monster problem then it is a unique opportunity to both study the creatures both in nature and under a microscope. &lt;br /&gt;
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly there after. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it normally. This shows a specific dedication toward learning about a specific alien species.&lt;br /&gt;
&lt;br /&gt;
;Xenolore&lt;br /&gt;
: At 1st level a Xenophile can make a Intelligence check to identify certain characteristics of a xenomorph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the [[Knowledge]] check equals 8 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
;Quick Chemistry &lt;br /&gt;
: At 2nd level the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc... more quickly than normal. When using the Craft (chemical) or Craft ([[-_Pharmaceutical|Pharmaceutical]]) skill to cook General Equipment items, the Xenophile reduces the cook/brewing time by 1/2. &lt;br /&gt;
&lt;br /&gt;
: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.&lt;br /&gt;
&lt;br /&gt;
;Xeno Biology&lt;br /&gt;
: All Xenophiles at 3rd level can show off there biological insights gifted from long studies of alien species to craft experimental concoctions that can have surprising effects. The Xenophile can gear the concoctions toward negative or positive effects and can use them to help boost themselves or there animal subjects. However if you are ever offered a drink from a known Xenophile take at your own risk! These experimental concoctions are unstable and have short expiration dates. They will need to attended (re-mixed, re-crafted, redone, etc...) every 24 hours or else they become inert. Unlike normal craft checks crafting these concoctions can take little time (10 minutes per vile) and can mostly use materials gathered in the environment (when suitable, [[Survival]] check DC12 + Misc Mods, time 20 Min). If not the materials follow the same price as normal. &lt;br /&gt;
&lt;br /&gt;
: Over time the Xenophile gets better and preparing these concoctions and can prepare more of them a day. There is a single crafting check for each day and the Xenophile can take 10 or 20. The Xenophile can re-try for every concoction they can prepare but the total is reduced by one until they cannot craft anymore. Number of different and total concoctions prepared per day is: 2 + 1/2 Xenophile&#039;s level round up. (The items cannot be sold as they are mostly useless to other creatures and they have such short shelf life.) The effect lasts for Xenophile&#039;s Wisdom Mod turns.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Table: Xeno Biology Boosters&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Helpful ([[-_Pharmaceutical|Pharmaceutical]]s)&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Harmful ([[-_Chemical|Chemical]]s)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
! &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
! Effects&lt;br /&gt;
! DC&lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Gills: Provides gills to breath under water for X hours.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Calming Pill: Makes target [[Conditions#Fatigued|Fatigued]]. Con saving DC12 + X.*  || 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Flush: Removes unwanted/foreign toxins form the animal body. || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.*|| 20 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* || 20 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* || 20 || 250 || &#039;&#039;&#039;-&#039;&#039;&#039; || Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target [[Conditions#Nauseated|Nausteated]], Wis saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Resistance: Grants X DR to just a damage type for X amount of turns.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Sleeping Pill: If Target [[Conditions#Fatigued|Fatigued]] makes them: [[Conditions#-_Exhausted|Exhuasted]]. Con saving DC12 + X.*  || 25 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Adrenaline Shocker: Takes a dying and revives with 2HD. || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Shock Fluid: Makes target [[Conditions#Shaken|Shaken]] or worse** for X turns.*  || 30 || 300&lt;br /&gt;
|-&lt;br /&gt;
| Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* || 25 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; || Poison - Hysteria: Makes target [[Conditions#-_Panicked|Panicked]] for 1d4 turns. Wis saving DC12 + X.* || 35 || 400&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* || 25 || 300 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* || 30 || 350 || &#039;&#039;&#039;-&#039;&#039;&#039; ||  || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | *X = 1/2 Xenophile level round up.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; | **If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Bonus Feat&lt;br /&gt;
: The Xenophile gets a free Bonus Feat at 5th level. All rules still apply the Character has to be eligible for the feat to take it. &lt;br /&gt;
&lt;br /&gt;
;Renowned&lt;br /&gt;
: At 8th level the Xenophile&#039;s published work on alien species garners attention from Xeno Biologists around the galaxy. The Character gains a +2 to her [[Profession]] rank which includes Credit Score bonus. They also gain advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbiest. &lt;br /&gt;
&lt;br /&gt;
==== Xeno-Master ====&lt;br /&gt;
:;Xeno Resistance&lt;br /&gt;
:: At 1nd level, a Xeno-Master gains a +1 bonus on saving throws to resist the Techniques, Talents or special attacks from species other than her own. &lt;br /&gt;
&lt;br /&gt;
:: This bonus increases to +2 at 5th level and +3 at 10th level.&lt;br /&gt;
&lt;br /&gt;
:;Xeno Hunter&lt;br /&gt;
:: At 2nd level, a Xeno-Master gains +1 Misc bonus to [[Survival]] skill. The Xeno-Master also gains +1 damage per attack to any alien monster or non-sentient alien creature. &lt;br /&gt;
&lt;br /&gt;
:: At 6th level this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.&lt;br /&gt;
&lt;br /&gt;
:;Xeno [[Study]]&lt;br /&gt;
:: At 4th level, for a full round action, the Xeno-Master can study a target that is of a different species for any signs of weakness. For a Wisdom check against DC14 + CR Level above Character Level. If successful the Xeno-Master gains an extra Advantage Die to both Accuracy check and damage. The effect lasts the Xeno-Master&#039;s Wisdom modifier number of rounds. &lt;br /&gt;
&lt;br /&gt;
:;Advanced Alien Biology&lt;br /&gt;
:: At 7th level, the Xeno-Master is able craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Defender&lt;br /&gt;
:: At 7th level, the Xeno-Master can share her insights with her team mates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However the Xeno-Master must convey there knowledge quickly and effectively in combat. Meaning only people who can directly hear her within 30ft +  5ft per Charisma Mod. With standard action and a Charisma Check of DC15 + Number of people effected (you can choose). The Xeno-Master can only do this so many times per day equal to there Charisma Mod.&lt;br /&gt;
&lt;br /&gt;
:; Alien Insights&lt;br /&gt;
:: At 9th level the Xeno-Master can once per combat use there skills and insights into alien combat to confuse a target. It requires a Full round action. The target takes disadvantage on all attacks and saving throws for 1d6 turns. The target can attempt a Wisdom saving throw DC15 + 1/2 Xeno-master level round up.&lt;br /&gt;
&lt;br /&gt;
:: At Character 18th character level this can be done once per target.&lt;br /&gt;
&lt;br /&gt;
:: At 10th level this becomes +3 AC / +2 DR.&lt;br /&gt;
&lt;br /&gt;
==== Xeno Philotherian ====&lt;br /&gt;
:; Xeno Imprinting&lt;br /&gt;
:: At Level 1 the Xeno Philotherian can imprint herself onto a new born Xenophile creature. Any Xenophiles preform this action to attempt to domesticate and train an alien creature in order to further study them. Although sometimes the bond between animal and person becomes more then what&#039;s necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and preform a Handle Animal check per day with a DC of 10 + HD of the creature. However at level one the Player doesn&#039;t need to roll this. Its only necessary if they want to gain a new animal companion to replace their first one. The player can take 10 or 20 however in this case it means 8 or 16 hours. The Xeno Philotherian can only have one at a time. &lt;br /&gt;
&lt;br /&gt;
:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.&lt;br /&gt;
&lt;br /&gt;
:; Handle Animal&lt;br /&gt;
:: The Xeno Philotherian gains the special Skill check ability of Handle Animal. This ability combines both [[Diplomacy]] and [[Survival]] into one skill designed to interact with alien animals. You roll whatever Skill Die is higher from either [[Diplomacy]] or [[Survival]] and add any static bonuses from both. This skill allows a Xeno Philotherian to do domesticate an animal as well as teach them basic tricks like fetch. The DC 10 + CR Rating + 1 for every size increment above Medium.&lt;br /&gt;
&lt;br /&gt;
:; Treat Animal&lt;br /&gt;
:: At 2nd level the Philotherian shows her training and close care of animals with the ability to preform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.&lt;br /&gt;
&lt;br /&gt;
:: At 6th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her care as a Simple action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:: At 9th level the Philotherian can preform Treat Animal ([[Treat_Injury|Treat Injury]]) to the animal in her car as a Free action while still having advantage.&lt;br /&gt;
&lt;br /&gt;
:; Xeno Training&lt;br /&gt;
:: At 4th level the Xeno Philotherian can teach the animal a new Technique that the animal would otherwise never do. The animal can only learn Techniques that there level allows to its use of the Technique follows the same rules as other Techniques naturally learned. However instead of training a new Technique the Xeno Philotherian can instead train the creature to preform one more Technique of an eligible level.  &lt;br /&gt;
&lt;br /&gt;
:: At 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade of of having the creature be able to use 1 more technique.&lt;br /&gt;
&lt;br /&gt;
== Prestige Classes ==&lt;br /&gt;
&lt;br /&gt;
A Prestige Classes is a special class type that attempts to grow and add onto an Advance Class to make it a more specific and themed. It can also be a group of Advance Classes that when combined generate a particular theme. The Prestige class then attempts to add new features and abilities keeping within the spirit of the theme. Usually only having 3 to 5 total levels and usually requires multi Advance Classes and or high level requirements. Likely the character will have to [[Advance_Classes#Multiclass|MultiClass]] in order to meet the requirements. &lt;br /&gt;
&lt;br /&gt;
You can review available Prestige Classes [[Prestige_Classes|here]].&lt;br /&gt;
&lt;br /&gt;
== Multi-Class Advance Classes==&lt;br /&gt;
Multi Classing is different in Future Path. Firstly a characters Core Class Level is also the Character Level(Unless they are Multi-Core Classing). If you are a level 10 Strength Hero then you are a level 10 Hero. Core class levels do not compete with all other class types. As you level up you always level up your Core Class. You can choose another Core Class and thus have Mutli Core Classes and the rules for this are explained [[Future_Hero_Base_Class#Multi_Base_Class|here]].&lt;br /&gt;
&lt;br /&gt;
Here we will talk about Multi-Classing Advance Classes&lt;br /&gt;
&lt;br /&gt;
For all other class types levels do compete as your character advances. If you level up from a level 4 Strong Hero to a level 5 Strong Hero who happens to also be a level 3 Dogfighter then you can add another level in your Dogfighter class. However if you wanted to MutliClass and also become say a Tracer level 1 you can. Except you will have to sacrifice taking a new level in Dogfighter. So in the end you will be a level 5 Strong Hero with 3 levels in Dogfighter and 1 level in Tracer. &lt;br /&gt;
&lt;br /&gt;
As the player advances his Character they will want to take more then one class type. Classes are only lvl 1 - lvl 10. While the Character&#039;s max level is 20. There are also Prestige classes that are designed to continue to advance a Character with a more specific theme and usually require levels in mutli classes. Some people may want to take all 10 levels in their first Advance class and then use their remanding Character levels to take levels in another Advance class. While some may want to level up two classes back and forth so they have an even amount of levels in both classes.&lt;br /&gt;
&lt;br /&gt;
Here are some extra rules for Multi-Classing an Advance Class:&lt;br /&gt;
# Players may only pick talents out of whatever classes gained a new level.&lt;br /&gt;
# The character gains no bonus for having classes with the same class skill.&lt;br /&gt;
# Restrictions always apply. If one class restrictions a feature provided by another class then the Player can still take that class just without that feature.&lt;br /&gt;
: (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same goes for Prestige classes. And ArchTypes are just modifications to existing Advance Classes so the same rule applies. &lt;br /&gt;
&lt;br /&gt;
You can MultiClass as long as your Character meets the requirements. &lt;br /&gt;
&lt;br /&gt;
There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=MediaWiki:Common.css&amp;diff=6143</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=MediaWiki:Common.css&amp;diff=6143"/>
		<updated>2017-09-27T07:09:02Z</updated>

		<summary type="html">&lt;p&gt;Server: Created page with &amp;quot;/* CSS placed here will be applied to all skins */ /*  * Allow limiting of which header levels are shown in a TOC;  * &amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;, for instance, will limit to  *...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
/*&lt;br /&gt;
 * Allow limiting of which header levels are shown in a TOC;&lt;br /&gt;
 * &amp;lt;div class=&amp;quot;toclimit-3&amp;quot;&amp;gt;, for instance, will limit to&lt;br /&gt;
 * showing ==headings== and ===headings=== but no further.&lt;br /&gt;
 * Used in [[Template:TOC]]&lt;br /&gt;
 */&lt;br /&gt;
.toclimit-2 .toclevel-1 ul,&lt;br /&gt;
.toclimit-3 .toclevel-2 ul,&lt;br /&gt;
.toclimit-4 .toclevel-3 ul,&lt;br /&gt;
.toclimit-5 .toclevel-4 ul,&lt;br /&gt;
.toclimit-6 .toclevel-5 ul,&lt;br /&gt;
.toclimit-7 .toclevel-6 ul {&lt;br /&gt;
	display: none;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5708</id>
		<title>General Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5708"/>
		<updated>2017-07-26T07:40:11Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starter Packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
This page covers the wide variety of general gear available to characters of all sorts. The items below are divided up into Categories roughly based on how the items can be crafted. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too as well as Size, Weight and Cost. To the left of the Table is the description of each item shown in the order presented in the Table. &lt;br /&gt;
&lt;br /&gt;
The prices listed in the tables below are based on the cost of the item for that Tech Level/Time period. &lt;br /&gt;
&lt;br /&gt;
To many items? Do not want to read through all that? Then [[General_Equipment#Bundle_Packs|Bundle Packs]] may be the place to go. This is helpful especially when making a new Character and you need a set of gear quick.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is the [[General_Equipment#Customization_And_Upgrades|Customization and Upgrades]] section. Go there to learn how to customize and upgrade items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Below you may sometimes see &#039;In-Game Bonus&#039; under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However this isn&#039;t the only possible use of the item as DM and Players are encouraged to be imaginative. However these should be the most common examples and should help the player decide if they want to get it.&lt;br /&gt;
&lt;br /&gt;
==Bags and Boxes==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This give the freedom of the crafter to &#039;&#039;&#039;Up Tech&#039;&#039;&#039; the items to improve upon them. Or add gadgets to make them.. float or teleport or have traps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Bags and Boxes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 10 lb. ||Med ||5 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 40 lb. ||Large ||10 lb. ||$190&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 75 lb. ||Large ||15 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Briefcase ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
| Container || Med || 5 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
|Contractor&#039;s Field Bag ||Med ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Day Pack ||Small ||2 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Handbag ||Small ||1 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Standard ||Small ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Oversized ||Med ||3 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Secure Wallet ||Small ||0.5 lb. ||$80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aluminium Travel Case&#039;&#039;&#039;: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks. It can be modified via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or &#039;&#039;&#039;Up Teching&#039;&#039;&#039; to improve the locking mechanism. A gadget can be added as part of a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefcase&#039;&#039;&#039;: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it&#039;s cheap lock is not very secure (Disable Device DC 10; break DC 10).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is the business persons suite of armor. They use it for everything. In todays digital world it is hard to imagine what could be so important to need a physical copy. Thus when seen it provides the holder with a certain authority they may not otherwise have. Under the wright circumstances this provides an advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; and/or &#039;&#039;&#039;Profession&#039;&#039;&#039; checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Container&#039;&#039;&#039;: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. There construction can also very wildly. Better materials may make them able to resist a person forcefully getting into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4 Unit sized container without a lock and made out of simple materials such as wood or plastic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contractor&#039;s Field Bag&#039;&#039;&#039;: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-builtin lock. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is used &#039;on-site&#039; by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpacks&#039;&#039;&#039;: Backpacks come in different sizes much like Aluminium Travel cases. However they weight is actually added to the maximum weight of the carrier. By default they also do not have a lock however they can be modified to have one. The smallest is the sort sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium sized it used for mostly the same thing except bigger. While the last is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, medium size adds 14 pounds, and the largest adds 24 pounds of additional caring capacity to the wearer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Backpacks provided additional carrier capacity to the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handbag&#039;&#039;&#039;: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide a small item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Pack&#039;&#039;&#039;: This is a tactical backpack that comes in Medium and Large size. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a sub-machine gun and the larger version can hold disassembled rifles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide non-clunky/clumsy weapons and ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Wallet&#039;&#039;&#039;: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depends on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information such as &#039;papers&#039; and &#039;id cards&#039; as well as financial tools like a credit card. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a &#039;prop&#039; to help pretend to be richer then one really is.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;In-Game Bonus&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:*&#039;&#039;&#039;ALL&#039;&#039;&#039; these items can be associated with &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check. &lt;br /&gt;
:*&#039;&#039;&#039;SOME&#039;&#039;&#039; clothes can also help with &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks. If the tailor (crafter) can masterwork &#039;&#039;&#039;Structural&#039;&#039;&#039; items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks when hiding or quick drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE&amp;lt;/u&amp;gt;&#039;&#039;&#039;: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties and more then go to the [[Armor]] rules and review the Special Attributes &#039;&#039;&#039;Shirt&#039;&#039;&#039; under the [[Armor#Customization_Armor|customize]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Clothing&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Business ||Med ||3 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Casual ||Med ||2 lb. ||$80&lt;br /&gt;
|-&lt;br /&gt;
|Formal ||Med ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Fatigues ||Med ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Uniform ||Med ||2 lb. ||$90&lt;br /&gt;
|-&lt;br /&gt;
|Ghillie suit ||Med ||5 lb. ||$125&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Jacket ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Outerwear Coat ||Med ||2 lb. ||$45&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||Med ||3 lb. ||$75&lt;br /&gt;
|-&lt;br /&gt;
|Photojournalist&#039;s Vest ||Med ||1 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tool belt ||Small ||2 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Windbreaker ||Med ||1 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Lab Coat || Med || 2 lb. || $80&lt;br /&gt;
|-&lt;br /&gt;
| Explorers Outfit || Med || 2 lb. || $120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing Outfit&lt;br /&gt;
&lt;br /&gt;
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.&lt;br /&gt;
* &#039;&#039;&#039;Business&#039;&#039;&#039;: A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Casual&#039;&#039;&#039;: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Formal&#039;&#039;&#039;: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have a cost much higher than shown on the table.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fatigues&#039;&#039;&#039;: They&#039;re rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colours and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uniform&#039;&#039;&#039;: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Suit&#039;&#039;&#039;: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colours, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate colouration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear&#039;&#039;&#039;: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Jacket&#039;&#039;&#039;: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear Coat&#039;&#039;&#039;: An outer garment worn on the upper body. Its length and style vary according to fashion and use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parka&#039;&#039;&#039;: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photojournalist&#039;s Vest&#039;&#039;&#039;: Made of cotton with mesh panels to keep the wearer cool, the photojournalist&#039;s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Belt&#039;&#039;&#039;: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windbreaker&#039;&#039;&#039;: This is a lightweight jacket made of wind-resistant material.&lt;br /&gt;
&lt;br /&gt;
==Computers and Consumer Electronics==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Computers and Consumer Electronics&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
| Camera || Tiny ||1 lb. || $100&lt;br /&gt;
|-&lt;br /&gt;
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $50 Million/$500&lt;br /&gt;
|-&lt;br /&gt;
| Image Replicator || Medium || 10 lbs. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Recorder || Small ||1 lb. || $200&lt;br /&gt;
|-&lt;br /&gt;
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000/300&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Camera, Digital ||Tiny ||0.5 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000&lt;br /&gt;
|-&lt;br /&gt;
| A.I Assistant Software || - || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hackcard || Dim || 0.01lbs. || $2,500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million&lt;br /&gt;
|-&lt;br /&gt;
| Neural Link || Fine || - || $250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera&#039;&#039;&#039;: A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used &#039;onsite&#039;. Each Tech level higher increases this Misc bonus by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation Device&#039;&#039;&#039;: Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how &#039;advanced&#039; there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in &#039;&#039;&#039;EVERY&#039;&#039;&#039; advanced civilization that has attempted to conquer the stairs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image Replicator&#039;&#039;&#039;: Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a &#039;&#039;&#039;Remote Communications&#039;&#039;&#039; device to also have the ability to &#039;Fax&#039; or otherwise send images to other Image Replicator&#039;s or &#039;&#039;&#039;Computation Devices&#039;&#039;&#039;. Although fairly common product in Civilizations that also have Cameras this generally doesn&#039;t improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recorder&#039;&#039;&#039;: This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Communications&#039;&#039;&#039;: Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with &#039;Computation Devices&#039; and &#039;Recorders&#039;. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to &#039;break&#039; phones. However ~0.9/Tech 1+ devices can be considered &#039;Tiny&#039; and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Dimensional Fabricator/Scanner&#039;&#039;&#039;: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has &#039;blue prints&#039;. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size. &lt;br /&gt;
:: Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.&lt;br /&gt;
:: [[-_Chemical|Chemical]]: $5,000&lt;br /&gt;
:: [[-_Electronic|Electronic]]: $2,500&lt;br /&gt;
:: [[-_Mechanical|Mechanical]]: $2,000&lt;br /&gt;
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500&lt;br /&gt;
:: [[-_Structural|Structural]]: $1,500&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I Assistant Software&#039;&#039;&#039;: Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hackcard&#039;&#039;&#039;: A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conscience Backup Device&#039;&#039;&#039;: This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be &#039;resurrected&#039; with the memories of there life all the way up until the last time they synced. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Link&#039;&#039;&#039;: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.&lt;br /&gt;
&lt;br /&gt;
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people&#039;s thoughts, memories, emotions if they two have a Neural Link and are near to each other. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of [[Cybernetics]].&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials and Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+ Crafting Materials and Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Structural Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: N/A &lt;br /&gt;
&lt;br /&gt;
These items are used for crafting and repairing. Rules for crafting can be found on the [[craft]] page. Repairing only requires 1/10th the cost of the item in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd the cost of the item in crafting materials. To make a masterworked item it takes the advanced version of the materials. &lt;br /&gt;
&lt;br /&gt;
You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in &#039;units&#039; which is a measurement explained in the [[Space_Ships|Space Ships]] page. But one unit is roughly 1x1x1ft and roughly 100 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making chemical compounds. Usually solvents, poisons, and bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronic Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually these things are computers, special microchips, electronic weapon accessories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually machine components for weapons or robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually drugs or healing items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structural Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually buildings or space ships. But can also be armor and even simple items like clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Chemical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Electronic Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Mechanical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Advanced Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Structural Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
==Surveillance Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by &#039;&#039;&#039;Up Teching&#039;&#039;&#039;. Each Up Teching doubles the price.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer&#039;s job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Surveillance Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Pro Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars ||Tiny ||1 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;: A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached to a &#039;&#039;&#039;communications&#039;&#039;&#039; device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Trackers&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached like the &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It can track the location of a remote transmission. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronics Detector&#039;&#039;&#039;: (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done starting at Tech 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range audio recorder&#039;&#039;&#039;: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Micro-Recorder&#039;&#039;&#039;: An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal Jammer&#039;&#039;&#039;: Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tap&#039;&#039;&#039;: A common device used to &#039;tap&#039; into hard wired communication and security systems. This can be used both to spy on people and to gain a &#039;backdoor&#039; into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker Bot&#039;&#039;&#039;: (Requires Tech 2) This moderately stealthy robot can attempt to &#039;&#039;&#039;trail&#039;&#039;&#039; a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a &#039;&#039;&#039;Comms Tracker&#039;&#039;&#039;, &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.&lt;br /&gt;
&lt;br /&gt;
== Profession Kits ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All crafting kits are considered &#039;&#039;&#039;Tech Neutral&#039;&#039;&#039;. This means that they cannot be &#039;&#039;&#039;Up Teched&#039;&#039;&#039; only Masterworked. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTES&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Uses&#039;&#039;&#039;. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default. &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Masterworked/Advance&#039;&#039;&#039;: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)&lt;br /&gt;
&lt;br /&gt;
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have &#039;&#039;&#039;uses&#039;&#039;&#039;. The prices shown in the table below are for normal kits, the cost is &#039;&#039;&#039;3x&#039;&#039;&#039; as much for Masterworked Kits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Professional Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Procure Diff.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chemists Kit || Med || 5 lb. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Disguise kit, morphic || Tiny || 1 lb. || 12&lt;br /&gt;
|-&lt;br /&gt;
| Demolitions Kit ||Med ||5 lb. ||$200&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Tool Kit ||Huge ||33 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Evidence Kit ||Med ||8 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Kit || Small || 1 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
| Forgery Kit ||Small ||3 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Lock Picking Kit|| Small || 5 lbs. || $300/1&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Tool Kit ||Huge ||45 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
| Medkit || Small || 3 lb. || $2500&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist Kit ||Med ||6 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
| Search-and-Rescue Kit ||Med ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
| Surgery Kit ||Med ||5 lb. || $1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemist Kit&#039;&#039;&#039;: This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise Kit, Morphic&#039;&#039;&#039;: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demolitions Kit&#039;&#039;&#039;: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals) with those chemicals are explosives with include weapons such as grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electrical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evidence Kits&#039;&#039;&#039;: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge,Perception, and Study checks under appropriate circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; First Aid Kit&#039;&#039;&#039;: This Kit is used to help stabilize a Character when down and to give an Advantage bonus to Treat Injury skill. With an automatic +1 health point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery Kit&#039;&#039;&#039;: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Picking Kit&#039;&#039;&#039;: This kit contains everything needed to disable mechanical locks. This is used when preforming a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provided an Advantage Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit&#039;&#039;&#039;: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacist Kit&#039;&#039;&#039;: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search-and-Rescue Kit&#039;&#039;&#039;:  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Kit&#039;&#039;&#039;: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage  circumstance bonus on the Treat Injury skill&#039;s Stabilize and Surgery.&lt;br /&gt;
&lt;br /&gt;
==Survival Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
Survival gear helps characters keep themselves alive in the great outdoors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Survival Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
|Compass ||Small ||1 lb. ||$50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Directed Light Source ||Small ||3 lb. ||$25 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Face Mask || Small ||3 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Portable Stove ||Medium ||10 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rope (25ft) || Small ||4 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rural Map || Dim || 0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Terran Map ||Dim ||0.1 lb. ||$15 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Towel ||Tiny ||1 lb. ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Urban Map || Dim ||0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars: Electro-Optical ||Small ||4 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Suits || Large ||15 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Navigation Device || Small || 2 lb. || $350 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Aquaconverter || Medium || 6 lb. || $1,200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Star Map || Fine || - || $100 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finding Binoculars&#039;&#039;&#039;: Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player&#039;s accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directed Light Source&#039;&#039;&#039;: This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Light Source&#039;&#039;&#039;: Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039;: A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric Positioning Device&#039;&#039;&#039;: Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn&#039;t just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances.s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Navigation Device&#039;&#039;&#039;: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Satellite Navigation&#039;&#039;&#039;: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Map&#039;&#039;&#039;: A map of the local city. This can provide all sorts of cultural information besides just where you are located.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rural Map&#039;&#039;&#039;: A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Map&#039;&#039;&#039;: Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Map&#039;&#039;&#039;: These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face Mask&#039;&#039;&#039;: Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Suits&#039;&#039;&#039;: Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Recreation Personal Shield&#039;&#039;&#039;: Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn&#039;t work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;: An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towel&#039;&#039;&#039;: An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it&#039;s clean enough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rations&#039;&#039;&#039;: Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable Stove&#039;&#039;&#039;: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purifier&#039;&#039;&#039;: This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquaconverter&#039;&#039;&#039;: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a &#039;&#039;&#039;Face Mask&#039;&#039;&#039; without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.&lt;br /&gt;
&lt;br /&gt;
== Scanners == &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
This is equipment used to detect and test for the presence  of some material or materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Sensor Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environment Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Medical Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Robotics Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Security Scanner || Small || 1 lb. || $10,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Scanner&#039;&#039;&#039;: This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;: This scanner is used to detect anomalies and diagnose problems in biological life forms. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics Scanner&#039;&#039;&#039;: This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Scanner&#039;&#039;&#039;: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039;: (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039; Provides a +2 to all the same things all the other Scanners provide.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Chemical|Chemical]]&lt;br /&gt;
&lt;br /&gt;
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.&lt;br /&gt;
&lt;br /&gt;
;Type: This is either &#039;&#039;&#039;Ingested&#039;&#039;&#039;, &#039;&#039;&#039;Injury&#039;&#039;&#039;, or &#039;&#039;&#039;Inhaled&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Ingested&#039;&#039;&#039; : This means the player will have to find a way to make the target eat or otherwise consume the poison.&lt;br /&gt;
:* &#039;&#039;&#039;Injury&#039;&#039;&#039; : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated. &lt;br /&gt;
&lt;br /&gt;
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons. &lt;br /&gt;
&lt;br /&gt;
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save. &lt;br /&gt;
&lt;br /&gt;
;Secondary Damage: This is damage or other effects taken in intervals explained in the &#039;Time&#039; column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage. &lt;br /&gt;
&lt;br /&gt;
;Time: This is usually simply &#039;xdX Turns&#039;. However it may also imply that each &#039;Turn&#039; is actually &#039;X an Hour&#039; meaning that the effect happens over hours instead of turns in combat. They may also be a &#039;Lingers&#039; effect which means the poison stays in that spot and can effect anyone entering the area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Poisons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Poison&lt;br /&gt;
! Type&lt;br /&gt;
! Save DC&lt;br /&gt;
! Initial Damage&lt;br /&gt;
! Secondary Damage&lt;br /&gt;
! Time&lt;br /&gt;
! Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3&lt;br /&gt;
|-&lt;br /&gt;
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3 &lt;br /&gt;
|-&lt;br /&gt;
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||— || (Lingers 1d4) 1d4 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Pharmaceutical|Pharmaceutical]]&lt;br /&gt;
&lt;br /&gt;
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Chemical and Medical Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Healing Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Immunity Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Pill Capsules (10-Pack) || Fine || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Syringe (5-Pack) || Diminutive || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Spray Bottle || Tiny || - || $15&lt;br /&gt;
|-&lt;br /&gt;
| Spray Grenade || Small || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Restorative Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Neutrad || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Sporekill || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Regenerative Concoction || - || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket-X || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Antitox || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Biocort || Diminutive || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Truthtell || Diminutive || - || $2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Concoction&#039;&#039;&#039;: This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are &#039;&#039;&#039;Pill Capsules&#039;&#039;&#039;, &#039;&#039;&#039;Syringe&#039;&#039;&#039;, &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;, or &#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;. Each has there own delivery method. &lt;br /&gt;
&lt;br /&gt;
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech. The number of dice is determined by the Craft Rank. You can only craft healing concoctions as high as your current Tech Level. Tech 1 and 2 requires Rank 2, Tech 3 requires Craft Rank 3 and Tech 4 requires +2 Craft Rank 4. &lt;br /&gt;
&lt;br /&gt;
Each time a dice is added the price of the Healing Concoction increases by $500 and each Tech Level increases by another $500 per die. So a 4d10 Healing Concoction would cost $6,000 and require Tech Level 3 and Crafting Pharmaceutical skill Rank of 5. &lt;br /&gt;
&lt;br /&gt;
As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare. &lt;br /&gt;
&lt;br /&gt;
Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:center;&amp;quot;&lt;br /&gt;
|+ Healing Concoction Overview&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;, rowspan=&amp;quot;2&amp;quot; | Dice =&amp;gt; &amp;lt;br /&amp;gt; v=# of Dice=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd6 ($500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd8 ($1,000)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd10 ($1,500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd12 ($2,000)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 1 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 2 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 3 / Rank +1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 4 / Rank +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d6 /&amp;lt;br &amp;gt; $500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d8 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d10 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d12 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d6 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d8 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d10 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d12 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3dX &amp;lt;br /&amp;gt; Craft Rank 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d6 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d8 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d10 /&amp;lt;br &amp;gt; $4,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d12 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4dX &amp;lt;br /&amp;gt; Craft Rank 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d6 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d8 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d10 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d12 /&amp;lt;br &amp;gt; $8,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5dX &amp;lt;br /&amp;gt; Craft Rank 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d6 /&amp;lt;br &amp;gt; $2,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d8 /&amp;lt;br &amp;gt; $5,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d10 /&amp;lt;br &amp;gt; $7,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d12 /&amp;lt;br &amp;gt; $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6dX &amp;lt;br /&amp;gt; Craft Rank 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d6 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d8 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d10 /&amp;lt;br &amp;gt; $9,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d12 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 7dX &amp;lt;br /&amp;gt; Craft Rank 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d6 /&amp;lt;br &amp;gt; $3,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d8 /&amp;lt;br &amp;gt; $7,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d10 /&amp;lt;br &amp;gt; $10,500 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d12 /&amp;lt;br &amp;gt; $14,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 8dX &amp;lt;br /&amp;gt; Craft Rank 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d6 /&amp;lt;br &amp;gt; $4,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d8 /&amp;lt;br &amp;gt; $8,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d10 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d12 /&amp;lt;br &amp;gt; $16,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039; Is like &#039;&#039;&#039;Healing Concoction&#039;&#039;&#039; except instead of Dice based on&amp;lt;br /&amp;gt; Craft Rank it is the Number of Turns it effects the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This item &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be used without an administering tool such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a [[Treat Injury]] check. This simply just works. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity Concoction&#039;&#039;&#039;: Much like the &amp;quot;Healing Concoction&amp;quot; this requires a form of administering such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.&lt;br /&gt;
&lt;br /&gt;
Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item. The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill Capsules (10-Pack)&#039;&#039;&#039;: A very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft for this is can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;. This capsules can hold a single dose of a &amp;quot;Concoction&amp;quot; and can only be used once. They are made 10 at a time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe (5-Pack)&#039;&#039;&#039;: Another very simple and cheap way to administer a &amp;quot;Concocation&amp;quot;. Craft skill for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;.  A Syringe can only be used once and then is disposed of. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The point of a Syringe is that it can be administered by somebody else and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of &amp;quot;Concoction&amp;quot;. Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 2 more uses. Craft skill for this can either be &#039;Mechanical&#039; or &#039;Pharmaceutical&#039;. For every 5ft or 2 uses the price doubles.&lt;br /&gt;
&lt;br /&gt;
A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range &#039;&#039;&#039;or&#039;&#039;&#039; 2 more uses. The crafter decides. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The HP restored is evenly distributed (round down) amongst all targets within the circle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restorative Concoction&#039;&#039;&#039;: The Restorative Concoction helps restore a targets Ability damage. This doesn&#039;t remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back. &lt;br /&gt;
&lt;br /&gt;
Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booster&#039;&#039;&#039;: A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered &#039;Boosted&#039;. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.&lt;br /&gt;
&lt;br /&gt;
However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)&lt;br /&gt;
&lt;br /&gt;
If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrad&#039;&#039;&#039;: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporekill&#039;&#039;&#039;: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket-X&#039;&#039;&#039;: A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.&lt;br /&gt;
&lt;br /&gt;
Each time a character uses a dose of boost, she has a 10% chance of suffering an Disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039;: This acts just like the &amp;quot;Healing Concoction&amp;quot; except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from &amp;quot;Healing Concoction&amp;quot; when it comes to price and crafting level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitox&#039;&#039;&#039;: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biocort&#039;&#039;&#039;: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truthtell&#039;&#039;&#039;: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.&lt;br /&gt;
&lt;br /&gt;
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Varies. However when in doubt the Game Master can deiced. Its best to focus on the most distinctive feature of the object and not all of its other components. &lt;br /&gt;
&lt;br /&gt;
These are items that are hard to categorize. They are placed here as they can be necessary for any adventure to have with them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Miscellaneous Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Crafting&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Duct Tape ||Tiny ||1 lb. || Chemical || $5 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duracable (25ft) ||Medium || 0.1 lb. || Structure || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fake ID ||Fine ||— || Language Skill||See text / 2&lt;br /&gt;
|-&lt;br /&gt;
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical  ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Nanobeacon || Fine || - || Electronic || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Shepherd chip || Fine || - || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Neural Recorder || Small || 1 lb. || Electronic || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duracable&#039;&#039;&#039;: Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn&#039;t strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional &#039;&#039;&#039;Rope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake ID&#039;&#039;&#039;: Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger&#039;s Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappler Tag&#039;&#039;&#039;: Often used in conjunction with &#039;&#039;&#039;Rope&#039;&#039;&#039; or &#039;&#039;&#039;Duracable&#039;&#039;&#039; the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM&#039;s discretion.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.&lt;br /&gt;
&lt;br /&gt;
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.&lt;br /&gt;
*   Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Release Gun&#039;&#039;&#039;: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multipurpose Tool&#039;&#039;&#039;: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.&lt;br /&gt;
&lt;br /&gt;
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash-Seal&#039;&#039;&#039;: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours.  A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanobeacon&#039;&#039;&#039;: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shepherd Chip&#039;&#039;&#039;: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private. &lt;br /&gt;
&lt;br /&gt;
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities. &lt;br /&gt;
&lt;br /&gt;
Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field Emitter&#039;&#039;&#039;: This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Tether &#039;&#039;&#039;: Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime. &lt;br /&gt;
&lt;br /&gt;
While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologram Player/Recorder&#039;&#039;&#039;: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene. &lt;br /&gt;
&lt;br /&gt;
Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Visor&#039;&#039;&#039;: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Powerpack&#039;&#039;&#039;: The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Recorder&#039;&#039;&#039;: A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.&lt;br /&gt;
&lt;br /&gt;
A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Scrambler&#039;&#039;&#039;: The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Any species with the &#039;&#039;&#039;Hive Mind&#039;&#039;&#039; attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologuise&#039;&#039;&#039;: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Force Field&#039;&#039;&#039;: Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polyvox&#039;&#039;&#039;: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a &#039;&#039;&#039;Neural Link&#039;&#039;&#039; it can auto translate to the point where the person appears to be speaking in the Character native language.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Looking for [[Weapons]]? Go the the weapons page [[Weapons|here]]. &lt;br /&gt;
&lt;br /&gt;
Looking for [[Armor]]? Go the armor page [[Armor|here]].&lt;br /&gt;
&lt;br /&gt;
Looking for traps, sensors, explosives and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.&lt;br /&gt;
&lt;br /&gt;
Looking for [[Space_Ships|Space Ships]] and all there [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start. &lt;br /&gt;
&lt;br /&gt;
Want to hurry up and play without having to pick out all your gear? Go the the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide &#039;&#039;&#039;starter kits&#039;&#039;&#039; for Characters.&lt;br /&gt;
&lt;br /&gt;
== Starter Packs == &lt;br /&gt;
&lt;br /&gt;
There are suggestions as to what Starter Packs to pick from based on either the [[Advance_Classes|Advance Classes]] a Player wants to be and/or the [[Professions]] they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
;Businessman’s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)&lt;br /&gt;
&lt;br /&gt;
;Doctor&#039;s Pack: - Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8,  Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.&lt;br /&gt;
&lt;br /&gt;
;Explorer&#039;s Pack: - Large Range Pack, Clothing Outfit Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character&#039;s desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.&lt;br /&gt;
&lt;br /&gt;
;Official&#039;s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder&lt;br /&gt;
&lt;br /&gt;
;Outlaw&#039;s Pack: - Aluminium Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5 day pack), Pick between (Fake ID DC13, Lock Release Gun).&lt;br /&gt;
&lt;br /&gt;
;Settler&#039;s Pack: - Aluminium Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.&lt;br /&gt;
&lt;br /&gt;
;Technician&#039;s Pack: - Contractor&#039;s Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.&lt;br /&gt;
&lt;br /&gt;
All Characters should also have at least one small [[Weapons]], and some simple [[Armor]].&lt;br /&gt;
&lt;br /&gt;
== Customization And Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Items can be updated either by improving the craftsmanship or by using the [[Gadgets|Gadget]] system (Under Construction). Below are the rules associated with &#039;&#039;&#039;Masterwork&#039;&#039;&#039; and &#039;&#039;&#039;Up Teching&#039;&#039;&#039; items.&lt;br /&gt;
&lt;br /&gt;
There are two forms of improvement. &lt;br /&gt;
# Have the item &#039;&#039;&#039;Masterworked&#039;&#039;&#039;/ This has to be done at the time that the item is first Crafted and it implies that the item is built using the best equipment, talent, and parts for its Tech level. This can provide the item with a single improvement.&lt;br /&gt;
# Improving an item&#039;s Tech Level IE: (&#039;&#039;&#039;Up Teching&#039;&#039;&#039;). However an item must first be Masterworked in order to improve its Tech Level.&lt;br /&gt;
&lt;br /&gt;
In order to upgrade an Item the Character must have a ranks in the Craft skill associated with the item. To Masterwork an item the cafter has to a craft Rank of 3. In order to upgrade an items Tech Level the Craft rank must be 3 + (Number of Tech Levels the item is being upgraded too). The Character must also have the same or higher Rank in Tech as the Tech Level the item is being upgraded too.&lt;br /&gt;
&lt;br /&gt;
Each improvement to an item causes the Procure Difficulty to increase by 1 and thus the base price to increase in associated with the Procure rules [[Wealth_and_Money#Procure_Difficulty|here]]. This allows for a single improvement per Tech Level advancement. An item can be upgraded to a higher level by a Character with the correct Crafting and Tech level skill Ranks. There may be exceptions too this rule in the items description. An item cannot go down a Tech Level only up. If the goal is too decrease the price then the Item cannot receive any attribute changes. If an item is moved from Tech Level 4 to 5 it is considered Legendary and cannot go any higher. Its price is also quadrupled. If an item Proc Diff is 5 or above it is considered Legendary as well and cannot easily be sold or bought.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
The Improvements can be to change the following aspects: Cost, Weight, Size or One of the Items bonus it provides. &lt;br /&gt;
&lt;br /&gt;
* Cost: If the goal is too adjust the cost this can only go down once. It reduces its cost be 1/2.&lt;br /&gt;
* Weight: This reduces the weight by 1/2 each time.&lt;br /&gt;
* Size: This can reduce the size increment down by one. This can only be done once.&lt;br /&gt;
* Item Bonus: Items have all sorts of bonuses and in many cases multi bonuses. Each item description will state what it is. Anything can be adjusted by 1/2 round up. If the item doesn&#039;t have a bonus only shows features then this item cannot be upgraded in this way. Some items do have &#039;default&#039; ways too upgrade them that may be described in the description of the category itself.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5707</id>
		<title>General Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5707"/>
		<updated>2017-07-26T07:40:00Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starter Packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
This page covers the wide variety of general gear available to characters of all sorts. The items below are divided up into Categories roughly based on how the items can be crafted. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too as well as Size, Weight and Cost. To the left of the Table is the description of each item shown in the order presented in the Table. &lt;br /&gt;
&lt;br /&gt;
The prices listed in the tables below are based on the cost of the item for that Tech Level/Time period. &lt;br /&gt;
&lt;br /&gt;
To many items? Do not want to read through all that? Then [[General_Equipment#Bundle_Packs|Bundle Packs]] may be the place to go. This is helpful especially when making a new Character and you need a set of gear quick.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is the [[General_Equipment#Customization_And_Upgrades|Customization and Upgrades]] section. Go there to learn how to customize and upgrade items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Below you may sometimes see &#039;In-Game Bonus&#039; under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However this isn&#039;t the only possible use of the item as DM and Players are encouraged to be imaginative. However these should be the most common examples and should help the player decide if they want to get it.&lt;br /&gt;
&lt;br /&gt;
==Bags and Boxes==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This give the freedom of the crafter to &#039;&#039;&#039;Up Tech&#039;&#039;&#039; the items to improve upon them. Or add gadgets to make them.. float or teleport or have traps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Bags and Boxes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 10 lb. ||Med ||5 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 40 lb. ||Large ||10 lb. ||$190&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 75 lb. ||Large ||15 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Briefcase ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
| Container || Med || 5 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
|Contractor&#039;s Field Bag ||Med ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Day Pack ||Small ||2 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Handbag ||Small ||1 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Standard ||Small ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Oversized ||Med ||3 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Secure Wallet ||Small ||0.5 lb. ||$80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aluminium Travel Case&#039;&#039;&#039;: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks. It can be modified via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or &#039;&#039;&#039;Up Teching&#039;&#039;&#039; to improve the locking mechanism. A gadget can be added as part of a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefcase&#039;&#039;&#039;: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it&#039;s cheap lock is not very secure (Disable Device DC 10; break DC 10).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is the business persons suite of armor. They use it for everything. In todays digital world it is hard to imagine what could be so important to need a physical copy. Thus when seen it provides the holder with a certain authority they may not otherwise have. Under the wright circumstances this provides an advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; and/or &#039;&#039;&#039;Profession&#039;&#039;&#039; checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Container&#039;&#039;&#039;: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. There construction can also very wildly. Better materials may make them able to resist a person forcefully getting into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4 Unit sized container without a lock and made out of simple materials such as wood or plastic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contractor&#039;s Field Bag&#039;&#039;&#039;: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-builtin lock. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is used &#039;on-site&#039; by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpacks&#039;&#039;&#039;: Backpacks come in different sizes much like Aluminium Travel cases. However they weight is actually added to the maximum weight of the carrier. By default they also do not have a lock however they can be modified to have one. The smallest is the sort sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium sized it used for mostly the same thing except bigger. While the last is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, medium size adds 14 pounds, and the largest adds 24 pounds of additional caring capacity to the wearer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Backpacks provided additional carrier capacity to the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handbag&#039;&#039;&#039;: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide a small item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Pack&#039;&#039;&#039;: This is a tactical backpack that comes in Medium and Large size. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a sub-machine gun and the larger version can hold disassembled rifles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide non-clunky/clumsy weapons and ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Wallet&#039;&#039;&#039;: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depends on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information such as &#039;papers&#039; and &#039;id cards&#039; as well as financial tools like a credit card. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a &#039;prop&#039; to help pretend to be richer then one really is.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;In-Game Bonus&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:*&#039;&#039;&#039;ALL&#039;&#039;&#039; these items can be associated with &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check. &lt;br /&gt;
:*&#039;&#039;&#039;SOME&#039;&#039;&#039; clothes can also help with &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks. If the tailor (crafter) can masterwork &#039;&#039;&#039;Structural&#039;&#039;&#039; items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks when hiding or quick drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE&amp;lt;/u&amp;gt;&#039;&#039;&#039;: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties and more then go to the [[Armor]] rules and review the Special Attributes &#039;&#039;&#039;Shirt&#039;&#039;&#039; under the [[Armor#Customization_Armor|customize]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Clothing&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Business ||Med ||3 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Casual ||Med ||2 lb. ||$80&lt;br /&gt;
|-&lt;br /&gt;
|Formal ||Med ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Fatigues ||Med ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Uniform ||Med ||2 lb. ||$90&lt;br /&gt;
|-&lt;br /&gt;
|Ghillie suit ||Med ||5 lb. ||$125&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Jacket ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Outerwear Coat ||Med ||2 lb. ||$45&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||Med ||3 lb. ||$75&lt;br /&gt;
|-&lt;br /&gt;
|Photojournalist&#039;s Vest ||Med ||1 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tool belt ||Small ||2 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Windbreaker ||Med ||1 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Lab Coat || Med || 2 lb. || $80&lt;br /&gt;
|-&lt;br /&gt;
| Explorers Outfit || Med || 2 lb. || $120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing Outfit&lt;br /&gt;
&lt;br /&gt;
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.&lt;br /&gt;
* &#039;&#039;&#039;Business&#039;&#039;&#039;: A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Casual&#039;&#039;&#039;: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Formal&#039;&#039;&#039;: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have a cost much higher than shown on the table.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fatigues&#039;&#039;&#039;: They&#039;re rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colours and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uniform&#039;&#039;&#039;: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Suit&#039;&#039;&#039;: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colours, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate colouration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear&#039;&#039;&#039;: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Jacket&#039;&#039;&#039;: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear Coat&#039;&#039;&#039;: An outer garment worn on the upper body. Its length and style vary according to fashion and use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parka&#039;&#039;&#039;: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photojournalist&#039;s Vest&#039;&#039;&#039;: Made of cotton with mesh panels to keep the wearer cool, the photojournalist&#039;s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Belt&#039;&#039;&#039;: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windbreaker&#039;&#039;&#039;: This is a lightweight jacket made of wind-resistant material.&lt;br /&gt;
&lt;br /&gt;
==Computers and Consumer Electronics==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Computers and Consumer Electronics&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
| Camera || Tiny ||1 lb. || $100&lt;br /&gt;
|-&lt;br /&gt;
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $50 Million/$500&lt;br /&gt;
|-&lt;br /&gt;
| Image Replicator || Medium || 10 lbs. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Recorder || Small ||1 lb. || $200&lt;br /&gt;
|-&lt;br /&gt;
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000/300&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Camera, Digital ||Tiny ||0.5 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000&lt;br /&gt;
|-&lt;br /&gt;
| A.I Assistant Software || - || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hackcard || Dim || 0.01lbs. || $2,500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million&lt;br /&gt;
|-&lt;br /&gt;
| Neural Link || Fine || - || $250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera&#039;&#039;&#039;: A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used &#039;onsite&#039;. Each Tech level higher increases this Misc bonus by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation Device&#039;&#039;&#039;: Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how &#039;advanced&#039; there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in &#039;&#039;&#039;EVERY&#039;&#039;&#039; advanced civilization that has attempted to conquer the stairs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image Replicator&#039;&#039;&#039;: Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a &#039;&#039;&#039;Remote Communications&#039;&#039;&#039; device to also have the ability to &#039;Fax&#039; or otherwise send images to other Image Replicator&#039;s or &#039;&#039;&#039;Computation Devices&#039;&#039;&#039;. Although fairly common product in Civilizations that also have Cameras this generally doesn&#039;t improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recorder&#039;&#039;&#039;: This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Communications&#039;&#039;&#039;: Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with &#039;Computation Devices&#039; and &#039;Recorders&#039;. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to &#039;break&#039; phones. However ~0.9/Tech 1+ devices can be considered &#039;Tiny&#039; and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Dimensional Fabricator/Scanner&#039;&#039;&#039;: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has &#039;blue prints&#039;. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size. &lt;br /&gt;
:: Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.&lt;br /&gt;
:: [[-_Chemical|Chemical]]: $5,000&lt;br /&gt;
:: [[-_Electronic|Electronic]]: $2,500&lt;br /&gt;
:: [[-_Mechanical|Mechanical]]: $2,000&lt;br /&gt;
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500&lt;br /&gt;
:: [[-_Structural|Structural]]: $1,500&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I Assistant Software&#039;&#039;&#039;: Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hackcard&#039;&#039;&#039;: A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conscience Backup Device&#039;&#039;&#039;: This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be &#039;resurrected&#039; with the memories of there life all the way up until the last time they synced. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Link&#039;&#039;&#039;: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.&lt;br /&gt;
&lt;br /&gt;
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people&#039;s thoughts, memories, emotions if they two have a Neural Link and are near to each other. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of [[Cybernetics]].&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials and Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+ Crafting Materials and Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Structural Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: N/A &lt;br /&gt;
&lt;br /&gt;
These items are used for crafting and repairing. Rules for crafting can be found on the [[craft]] page. Repairing only requires 1/10th the cost of the item in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd the cost of the item in crafting materials. To make a masterworked item it takes the advanced version of the materials. &lt;br /&gt;
&lt;br /&gt;
You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in &#039;units&#039; which is a measurement explained in the [[Space_Ships|Space Ships]] page. But one unit is roughly 1x1x1ft and roughly 100 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making chemical compounds. Usually solvents, poisons, and bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronic Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually these things are computers, special microchips, electronic weapon accessories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually machine components for weapons or robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually drugs or healing items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structural Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually buildings or space ships. But can also be armor and even simple items like clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Chemical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Electronic Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Mechanical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Advanced Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Structural Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
==Surveillance Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by &#039;&#039;&#039;Up Teching&#039;&#039;&#039;. Each Up Teching doubles the price.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer&#039;s job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Surveillance Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Pro Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars ||Tiny ||1 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;: A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached to a &#039;&#039;&#039;communications&#039;&#039;&#039; device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Trackers&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached like the &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It can track the location of a remote transmission. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronics Detector&#039;&#039;&#039;: (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done starting at Tech 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range audio recorder&#039;&#039;&#039;: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Micro-Recorder&#039;&#039;&#039;: An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal Jammer&#039;&#039;&#039;: Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tap&#039;&#039;&#039;: A common device used to &#039;tap&#039; into hard wired communication and security systems. This can be used both to spy on people and to gain a &#039;backdoor&#039; into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker Bot&#039;&#039;&#039;: (Requires Tech 2) This moderately stealthy robot can attempt to &#039;&#039;&#039;trail&#039;&#039;&#039; a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a &#039;&#039;&#039;Comms Tracker&#039;&#039;&#039;, &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.&lt;br /&gt;
&lt;br /&gt;
== Profession Kits ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All crafting kits are considered &#039;&#039;&#039;Tech Neutral&#039;&#039;&#039;. This means that they cannot be &#039;&#039;&#039;Up Teched&#039;&#039;&#039; only Masterworked. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTES&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Uses&#039;&#039;&#039;. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default. &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Masterworked/Advance&#039;&#039;&#039;: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)&lt;br /&gt;
&lt;br /&gt;
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have &#039;&#039;&#039;uses&#039;&#039;&#039;. The prices shown in the table below are for normal kits, the cost is &#039;&#039;&#039;3x&#039;&#039;&#039; as much for Masterworked Kits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Professional Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Procure Diff.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chemists Kit || Med || 5 lb. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Disguise kit, morphic || Tiny || 1 lb. || 12&lt;br /&gt;
|-&lt;br /&gt;
| Demolitions Kit ||Med ||5 lb. ||$200&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Tool Kit ||Huge ||33 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Evidence Kit ||Med ||8 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Kit || Small || 1 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
| Forgery Kit ||Small ||3 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Lock Picking Kit|| Small || 5 lbs. || $300/1&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Tool Kit ||Huge ||45 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
| Medkit || Small || 3 lb. || $2500&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist Kit ||Med ||6 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
| Search-and-Rescue Kit ||Med ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
| Surgery Kit ||Med ||5 lb. || $1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemist Kit&#039;&#039;&#039;: This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise Kit, Morphic&#039;&#039;&#039;: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demolitions Kit&#039;&#039;&#039;: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals) with those chemicals are explosives with include weapons such as grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electrical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evidence Kits&#039;&#039;&#039;: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge,Perception, and Study checks under appropriate circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; First Aid Kit&#039;&#039;&#039;: This Kit is used to help stabilize a Character when down and to give an Advantage bonus to Treat Injury skill. With an automatic +1 health point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery Kit&#039;&#039;&#039;: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Picking Kit&#039;&#039;&#039;: This kit contains everything needed to disable mechanical locks. This is used when preforming a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provided an Advantage Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit&#039;&#039;&#039;: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacist Kit&#039;&#039;&#039;: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search-and-Rescue Kit&#039;&#039;&#039;:  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Kit&#039;&#039;&#039;: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage  circumstance bonus on the Treat Injury skill&#039;s Stabilize and Surgery.&lt;br /&gt;
&lt;br /&gt;
==Survival Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
Survival gear helps characters keep themselves alive in the great outdoors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Survival Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
|Compass ||Small ||1 lb. ||$50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Directed Light Source ||Small ||3 lb. ||$25 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Face Mask || Small ||3 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Portable Stove ||Medium ||10 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rope (25ft) || Small ||4 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rural Map || Dim || 0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Terran Map ||Dim ||0.1 lb. ||$15 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Towel ||Tiny ||1 lb. ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Urban Map || Dim ||0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars: Electro-Optical ||Small ||4 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Suits || Large ||15 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Navigation Device || Small || 2 lb. || $350 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Aquaconverter || Medium || 6 lb. || $1,200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Star Map || Fine || - || $100 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finding Binoculars&#039;&#039;&#039;: Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player&#039;s accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directed Light Source&#039;&#039;&#039;: This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Light Source&#039;&#039;&#039;: Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039;: A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric Positioning Device&#039;&#039;&#039;: Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn&#039;t just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances.s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Navigation Device&#039;&#039;&#039;: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Satellite Navigation&#039;&#039;&#039;: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Map&#039;&#039;&#039;: A map of the local city. This can provide all sorts of cultural information besides just where you are located.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rural Map&#039;&#039;&#039;: A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Map&#039;&#039;&#039;: Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Map&#039;&#039;&#039;: These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face Mask&#039;&#039;&#039;: Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Suits&#039;&#039;&#039;: Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Recreation Personal Shield&#039;&#039;&#039;: Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn&#039;t work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;: An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towel&#039;&#039;&#039;: An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it&#039;s clean enough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rations&#039;&#039;&#039;: Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable Stove&#039;&#039;&#039;: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purifier&#039;&#039;&#039;: This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquaconverter&#039;&#039;&#039;: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a &#039;&#039;&#039;Face Mask&#039;&#039;&#039; without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.&lt;br /&gt;
&lt;br /&gt;
== Scanners == &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
This is equipment used to detect and test for the presence  of some material or materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Sensor Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environment Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Medical Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Robotics Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Security Scanner || Small || 1 lb. || $10,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Scanner&#039;&#039;&#039;: This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;: This scanner is used to detect anomalies and diagnose problems in biological life forms. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics Scanner&#039;&#039;&#039;: This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Scanner&#039;&#039;&#039;: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039;: (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039; Provides a +2 to all the same things all the other Scanners provide.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Chemical|Chemical]]&lt;br /&gt;
&lt;br /&gt;
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.&lt;br /&gt;
&lt;br /&gt;
;Type: This is either &#039;&#039;&#039;Ingested&#039;&#039;&#039;, &#039;&#039;&#039;Injury&#039;&#039;&#039;, or &#039;&#039;&#039;Inhaled&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Ingested&#039;&#039;&#039; : This means the player will have to find a way to make the target eat or otherwise consume the poison.&lt;br /&gt;
:* &#039;&#039;&#039;Injury&#039;&#039;&#039; : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated. &lt;br /&gt;
&lt;br /&gt;
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons. &lt;br /&gt;
&lt;br /&gt;
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save. &lt;br /&gt;
&lt;br /&gt;
;Secondary Damage: This is damage or other effects taken in intervals explained in the &#039;Time&#039; column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage. &lt;br /&gt;
&lt;br /&gt;
;Time: This is usually simply &#039;xdX Turns&#039;. However it may also imply that each &#039;Turn&#039; is actually &#039;X an Hour&#039; meaning that the effect happens over hours instead of turns in combat. They may also be a &#039;Lingers&#039; effect which means the poison stays in that spot and can effect anyone entering the area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Poisons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Poison&lt;br /&gt;
! Type&lt;br /&gt;
! Save DC&lt;br /&gt;
! Initial Damage&lt;br /&gt;
! Secondary Damage&lt;br /&gt;
! Time&lt;br /&gt;
! Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3&lt;br /&gt;
|-&lt;br /&gt;
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3 &lt;br /&gt;
|-&lt;br /&gt;
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||— || (Lingers 1d4) 1d4 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Pharmaceutical|Pharmaceutical]]&lt;br /&gt;
&lt;br /&gt;
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Chemical and Medical Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Healing Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Immunity Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Pill Capsules (10-Pack) || Fine || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Syringe (5-Pack) || Diminutive || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Spray Bottle || Tiny || - || $15&lt;br /&gt;
|-&lt;br /&gt;
| Spray Grenade || Small || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Restorative Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Neutrad || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Sporekill || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Regenerative Concoction || - || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket-X || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Antitox || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Biocort || Diminutive || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Truthtell || Diminutive || - || $2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Concoction&#039;&#039;&#039;: This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are &#039;&#039;&#039;Pill Capsules&#039;&#039;&#039;, &#039;&#039;&#039;Syringe&#039;&#039;&#039;, &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;, or &#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;. Each has there own delivery method. &lt;br /&gt;
&lt;br /&gt;
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech. The number of dice is determined by the Craft Rank. You can only craft healing concoctions as high as your current Tech Level. Tech 1 and 2 requires Rank 2, Tech 3 requires Craft Rank 3 and Tech 4 requires +2 Craft Rank 4. &lt;br /&gt;
&lt;br /&gt;
Each time a dice is added the price of the Healing Concoction increases by $500 and each Tech Level increases by another $500 per die. So a 4d10 Healing Concoction would cost $6,000 and require Tech Level 3 and Crafting Pharmaceutical skill Rank of 5. &lt;br /&gt;
&lt;br /&gt;
As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare. &lt;br /&gt;
&lt;br /&gt;
Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:center;&amp;quot;&lt;br /&gt;
|+ Healing Concoction Overview&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;, rowspan=&amp;quot;2&amp;quot; | Dice =&amp;gt; &amp;lt;br /&amp;gt; v=# of Dice=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd6 ($500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd8 ($1,000)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd10 ($1,500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd12 ($2,000)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 1 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 2 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 3 / Rank +1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 4 / Rank +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d6 /&amp;lt;br &amp;gt; $500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d8 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d10 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d12 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d6 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d8 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d10 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d12 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3dX &amp;lt;br /&amp;gt; Craft Rank 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d6 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d8 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d10 /&amp;lt;br &amp;gt; $4,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d12 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4dX &amp;lt;br /&amp;gt; Craft Rank 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d6 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d8 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d10 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d12 /&amp;lt;br &amp;gt; $8,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5dX &amp;lt;br /&amp;gt; Craft Rank 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d6 /&amp;lt;br &amp;gt; $2,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d8 /&amp;lt;br &amp;gt; $5,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d10 /&amp;lt;br &amp;gt; $7,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d12 /&amp;lt;br &amp;gt; $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6dX &amp;lt;br /&amp;gt; Craft Rank 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d6 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d8 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d10 /&amp;lt;br &amp;gt; $9,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d12 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 7dX &amp;lt;br /&amp;gt; Craft Rank 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d6 /&amp;lt;br &amp;gt; $3,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d8 /&amp;lt;br &amp;gt; $7,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d10 /&amp;lt;br &amp;gt; $10,500 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d12 /&amp;lt;br &amp;gt; $14,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 8dX &amp;lt;br /&amp;gt; Craft Rank 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d6 /&amp;lt;br &amp;gt; $4,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d8 /&amp;lt;br &amp;gt; $8,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d10 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d12 /&amp;lt;br &amp;gt; $16,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039; Is like &#039;&#039;&#039;Healing Concoction&#039;&#039;&#039; except instead of Dice based on&amp;lt;br /&amp;gt; Craft Rank it is the Number of Turns it effects the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This item &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be used without an administering tool such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a [[Treat Injury]] check. This simply just works. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity Concoction&#039;&#039;&#039;: Much like the &amp;quot;Healing Concoction&amp;quot; this requires a form of administering such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.&lt;br /&gt;
&lt;br /&gt;
Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item. The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill Capsules (10-Pack)&#039;&#039;&#039;: A very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft for this is can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;. This capsules can hold a single dose of a &amp;quot;Concoction&amp;quot; and can only be used once. They are made 10 at a time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe (5-Pack)&#039;&#039;&#039;: Another very simple and cheap way to administer a &amp;quot;Concocation&amp;quot;. Craft skill for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;.  A Syringe can only be used once and then is disposed of. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The point of a Syringe is that it can be administered by somebody else and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of &amp;quot;Concoction&amp;quot;. Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 2 more uses. Craft skill for this can either be &#039;Mechanical&#039; or &#039;Pharmaceutical&#039;. For every 5ft or 2 uses the price doubles.&lt;br /&gt;
&lt;br /&gt;
A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range &#039;&#039;&#039;or&#039;&#039;&#039; 2 more uses. The crafter decides. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The HP restored is evenly distributed (round down) amongst all targets within the circle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restorative Concoction&#039;&#039;&#039;: The Restorative Concoction helps restore a targets Ability damage. This doesn&#039;t remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back. &lt;br /&gt;
&lt;br /&gt;
Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booster&#039;&#039;&#039;: A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered &#039;Boosted&#039;. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.&lt;br /&gt;
&lt;br /&gt;
However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)&lt;br /&gt;
&lt;br /&gt;
If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrad&#039;&#039;&#039;: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporekill&#039;&#039;&#039;: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket-X&#039;&#039;&#039;: A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.&lt;br /&gt;
&lt;br /&gt;
Each time a character uses a dose of boost, she has a 10% chance of suffering an Disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039;: This acts just like the &amp;quot;Healing Concoction&amp;quot; except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from &amp;quot;Healing Concoction&amp;quot; when it comes to price and crafting level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitox&#039;&#039;&#039;: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biocort&#039;&#039;&#039;: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truthtell&#039;&#039;&#039;: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.&lt;br /&gt;
&lt;br /&gt;
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Varies. However when in doubt the Game Master can deiced. Its best to focus on the most distinctive feature of the object and not all of its other components. &lt;br /&gt;
&lt;br /&gt;
These are items that are hard to categorize. They are placed here as they can be necessary for any adventure to have with them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Miscellaneous Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Crafting&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Duct Tape ||Tiny ||1 lb. || Chemical || $5 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duracable (25ft) ||Medium || 0.1 lb. || Structure || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fake ID ||Fine ||— || Language Skill||See text / 2&lt;br /&gt;
|-&lt;br /&gt;
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical  ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Nanobeacon || Fine || - || Electronic || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Shepherd chip || Fine || - || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Neural Recorder || Small || 1 lb. || Electronic || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duracable&#039;&#039;&#039;: Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn&#039;t strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional &#039;&#039;&#039;Rope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake ID&#039;&#039;&#039;: Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger&#039;s Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappler Tag&#039;&#039;&#039;: Often used in conjunction with &#039;&#039;&#039;Rope&#039;&#039;&#039; or &#039;&#039;&#039;Duracable&#039;&#039;&#039; the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM&#039;s discretion.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.&lt;br /&gt;
&lt;br /&gt;
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.&lt;br /&gt;
*   Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Release Gun&#039;&#039;&#039;: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multipurpose Tool&#039;&#039;&#039;: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.&lt;br /&gt;
&lt;br /&gt;
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash-Seal&#039;&#039;&#039;: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours.  A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanobeacon&#039;&#039;&#039;: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shepherd Chip&#039;&#039;&#039;: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private. &lt;br /&gt;
&lt;br /&gt;
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities. &lt;br /&gt;
&lt;br /&gt;
Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field Emitter&#039;&#039;&#039;: This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Tether &#039;&#039;&#039;: Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime. &lt;br /&gt;
&lt;br /&gt;
While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologram Player/Recorder&#039;&#039;&#039;: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene. &lt;br /&gt;
&lt;br /&gt;
Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Visor&#039;&#039;&#039;: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Powerpack&#039;&#039;&#039;: The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Recorder&#039;&#039;&#039;: A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.&lt;br /&gt;
&lt;br /&gt;
A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Scrambler&#039;&#039;&#039;: The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Any species with the &#039;&#039;&#039;Hive Mind&#039;&#039;&#039; attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologuise&#039;&#039;&#039;: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Force Field&#039;&#039;&#039;: Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polyvox&#039;&#039;&#039;: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a &#039;&#039;&#039;Neural Link&#039;&#039;&#039; it can auto translate to the point where the person appears to be speaking in the Character native language.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Looking for [[Weapons]]? Go the the weapons page [[Weapons|here]]. &lt;br /&gt;
&lt;br /&gt;
Looking for [[Armor]]? Go the armor page [[Armor|here]].&lt;br /&gt;
&lt;br /&gt;
Looking for traps, sensors, explosives and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.&lt;br /&gt;
&lt;br /&gt;
Looking for [[Space_Ships|Space Ships]] and all there [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start. &lt;br /&gt;
&lt;br /&gt;
Want to hurry up and play without having to pick out all your gear? Go the the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide &#039;&#039;&#039;starter kits&#039;&#039;&#039; for Characters.&lt;br /&gt;
&lt;br /&gt;
== Starter Packs == &lt;br /&gt;
&lt;br /&gt;
There are suggestions as to what Starter Packs to pick from based on either the [[Advance_Classes|Advance Classes]] a Player wants to be and/or the [[Professions]] they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
;Businessman’s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)&lt;br /&gt;
&lt;br /&gt;
;Doctor&#039;s Pack: - Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8,  Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.&lt;br /&gt;
&lt;br /&gt;
;Explorer&#039;s Pack: - Large Range Pack, Clothing Outfit Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character&#039;s desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.&lt;br /&gt;
&lt;br /&gt;
;Official&#039;s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder&lt;br /&gt;
&lt;br /&gt;
;Outlaw&#039;s Pack: - Aluminium Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5 day pack), Pick between (Fake ID DC13, Lock Release Gun).&lt;br /&gt;
&lt;br /&gt;
;Settler&#039;s Pack: - Aluminium Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.&lt;br /&gt;
&lt;br /&gt;
;Technician&#039;s Pack: - Contractor&#039;s Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.&lt;br /&gt;
&lt;br /&gt;
All Characters should also have at least one small [[Weapon]], and some simple [[Armor]].&lt;br /&gt;
&lt;br /&gt;
== Customization And Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Items can be updated either by improving the craftsmanship or by using the [[Gadgets|Gadget]] system (Under Construction). Below are the rules associated with &#039;&#039;&#039;Masterwork&#039;&#039;&#039; and &#039;&#039;&#039;Up Teching&#039;&#039;&#039; items.&lt;br /&gt;
&lt;br /&gt;
There are two forms of improvement. &lt;br /&gt;
# Have the item &#039;&#039;&#039;Masterworked&#039;&#039;&#039;/ This has to be done at the time that the item is first Crafted and it implies that the item is built using the best equipment, talent, and parts for its Tech level. This can provide the item with a single improvement.&lt;br /&gt;
# Improving an item&#039;s Tech Level IE: (&#039;&#039;&#039;Up Teching&#039;&#039;&#039;). However an item must first be Masterworked in order to improve its Tech Level.&lt;br /&gt;
&lt;br /&gt;
In order to upgrade an Item the Character must have a ranks in the Craft skill associated with the item. To Masterwork an item the cafter has to a craft Rank of 3. In order to upgrade an items Tech Level the Craft rank must be 3 + (Number of Tech Levels the item is being upgraded too). The Character must also have the same or higher Rank in Tech as the Tech Level the item is being upgraded too.&lt;br /&gt;
&lt;br /&gt;
Each improvement to an item causes the Procure Difficulty to increase by 1 and thus the base price to increase in associated with the Procure rules [[Wealth_and_Money#Procure_Difficulty|here]]. This allows for a single improvement per Tech Level advancement. An item can be upgraded to a higher level by a Character with the correct Crafting and Tech level skill Ranks. There may be exceptions too this rule in the items description. An item cannot go down a Tech Level only up. If the goal is too decrease the price then the Item cannot receive any attribute changes. If an item is moved from Tech Level 4 to 5 it is considered Legendary and cannot go any higher. Its price is also quadrupled. If an item Proc Diff is 5 or above it is considered Legendary as well and cannot easily be sold or bought.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
The Improvements can be to change the following aspects: Cost, Weight, Size or One of the Items bonus it provides. &lt;br /&gt;
&lt;br /&gt;
* Cost: If the goal is too adjust the cost this can only go down once. It reduces its cost be 1/2.&lt;br /&gt;
* Weight: This reduces the weight by 1/2 each time.&lt;br /&gt;
* Size: This can reduce the size increment down by one. This can only be done once.&lt;br /&gt;
* Item Bonus: Items have all sorts of bonuses and in many cases multi bonuses. Each item description will state what it is. Anything can be adjusted by 1/2 round up. If the item doesn&#039;t have a bonus only shows features then this item cannot be upgraded in this way. Some items do have &#039;default&#039; ways too upgrade them that may be described in the description of the category itself.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5706</id>
		<title>General Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5706"/>
		<updated>2017-07-26T07:39:38Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starter Packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
This page covers the wide variety of general gear available to characters of all sorts. The items below are divided up into Categories roughly based on how the items can be crafted. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too as well as Size, Weight and Cost. To the left of the Table is the description of each item shown in the order presented in the Table. &lt;br /&gt;
&lt;br /&gt;
The prices listed in the tables below are based on the cost of the item for that Tech Level/Time period. &lt;br /&gt;
&lt;br /&gt;
To many items? Do not want to read through all that? Then [[General_Equipment#Bundle_Packs|Bundle Packs]] may be the place to go. This is helpful especially when making a new Character and you need a set of gear quick.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is the [[General_Equipment#Customization_And_Upgrades|Customization and Upgrades]] section. Go there to learn how to customize and upgrade items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Below you may sometimes see &#039;In-Game Bonus&#039; under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However this isn&#039;t the only possible use of the item as DM and Players are encouraged to be imaginative. However these should be the most common examples and should help the player decide if they want to get it.&lt;br /&gt;
&lt;br /&gt;
==Bags and Boxes==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This give the freedom of the crafter to &#039;&#039;&#039;Up Tech&#039;&#039;&#039; the items to improve upon them. Or add gadgets to make them.. float or teleport or have traps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Bags and Boxes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 10 lb. ||Med ||5 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 40 lb. ||Large ||10 lb. ||$190&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 75 lb. ||Large ||15 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Briefcase ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
| Container || Med || 5 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
|Contractor&#039;s Field Bag ||Med ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Day Pack ||Small ||2 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Handbag ||Small ||1 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Standard ||Small ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Oversized ||Med ||3 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Secure Wallet ||Small ||0.5 lb. ||$80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aluminium Travel Case&#039;&#039;&#039;: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks. It can be modified via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or &#039;&#039;&#039;Up Teching&#039;&#039;&#039; to improve the locking mechanism. A gadget can be added as part of a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefcase&#039;&#039;&#039;: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it&#039;s cheap lock is not very secure (Disable Device DC 10; break DC 10).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is the business persons suite of armor. They use it for everything. In todays digital world it is hard to imagine what could be so important to need a physical copy. Thus when seen it provides the holder with a certain authority they may not otherwise have. Under the wright circumstances this provides an advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; and/or &#039;&#039;&#039;Profession&#039;&#039;&#039; checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Container&#039;&#039;&#039;: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. There construction can also very wildly. Better materials may make them able to resist a person forcefully getting into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4 Unit sized container without a lock and made out of simple materials such as wood or plastic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contractor&#039;s Field Bag&#039;&#039;&#039;: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-builtin lock. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is used &#039;on-site&#039; by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpacks&#039;&#039;&#039;: Backpacks come in different sizes much like Aluminium Travel cases. However they weight is actually added to the maximum weight of the carrier. By default they also do not have a lock however they can be modified to have one. The smallest is the sort sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium sized it used for mostly the same thing except bigger. While the last is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, medium size adds 14 pounds, and the largest adds 24 pounds of additional caring capacity to the wearer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Backpacks provided additional carrier capacity to the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handbag&#039;&#039;&#039;: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide a small item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Pack&#039;&#039;&#039;: This is a tactical backpack that comes in Medium and Large size. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a sub-machine gun and the larger version can hold disassembled rifles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide non-clunky/clumsy weapons and ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Wallet&#039;&#039;&#039;: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depends on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information such as &#039;papers&#039; and &#039;id cards&#039; as well as financial tools like a credit card. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a &#039;prop&#039; to help pretend to be richer then one really is.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;In-Game Bonus&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:*&#039;&#039;&#039;ALL&#039;&#039;&#039; these items can be associated with &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check. &lt;br /&gt;
:*&#039;&#039;&#039;SOME&#039;&#039;&#039; clothes can also help with &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks. If the tailor (crafter) can masterwork &#039;&#039;&#039;Structural&#039;&#039;&#039; items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks when hiding or quick drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE&amp;lt;/u&amp;gt;&#039;&#039;&#039;: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties and more then go to the [[Armor]] rules and review the Special Attributes &#039;&#039;&#039;Shirt&#039;&#039;&#039; under the [[Armor#Customization_Armor|customize]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Clothing&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Business ||Med ||3 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Casual ||Med ||2 lb. ||$80&lt;br /&gt;
|-&lt;br /&gt;
|Formal ||Med ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Fatigues ||Med ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Uniform ||Med ||2 lb. ||$90&lt;br /&gt;
|-&lt;br /&gt;
|Ghillie suit ||Med ||5 lb. ||$125&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Jacket ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Outerwear Coat ||Med ||2 lb. ||$45&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||Med ||3 lb. ||$75&lt;br /&gt;
|-&lt;br /&gt;
|Photojournalist&#039;s Vest ||Med ||1 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tool belt ||Small ||2 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Windbreaker ||Med ||1 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Lab Coat || Med || 2 lb. || $80&lt;br /&gt;
|-&lt;br /&gt;
| Explorers Outfit || Med || 2 lb. || $120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing Outfit&lt;br /&gt;
&lt;br /&gt;
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.&lt;br /&gt;
* &#039;&#039;&#039;Business&#039;&#039;&#039;: A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Casual&#039;&#039;&#039;: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Formal&#039;&#039;&#039;: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have a cost much higher than shown on the table.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fatigues&#039;&#039;&#039;: They&#039;re rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colours and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uniform&#039;&#039;&#039;: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Suit&#039;&#039;&#039;: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colours, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate colouration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear&#039;&#039;&#039;: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Jacket&#039;&#039;&#039;: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear Coat&#039;&#039;&#039;: An outer garment worn on the upper body. Its length and style vary according to fashion and use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parka&#039;&#039;&#039;: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photojournalist&#039;s Vest&#039;&#039;&#039;: Made of cotton with mesh panels to keep the wearer cool, the photojournalist&#039;s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Belt&#039;&#039;&#039;: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windbreaker&#039;&#039;&#039;: This is a lightweight jacket made of wind-resistant material.&lt;br /&gt;
&lt;br /&gt;
==Computers and Consumer Electronics==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Computers and Consumer Electronics&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
| Camera || Tiny ||1 lb. || $100&lt;br /&gt;
|-&lt;br /&gt;
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $50 Million/$500&lt;br /&gt;
|-&lt;br /&gt;
| Image Replicator || Medium || 10 lbs. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Recorder || Small ||1 lb. || $200&lt;br /&gt;
|-&lt;br /&gt;
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000/300&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Camera, Digital ||Tiny ||0.5 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000&lt;br /&gt;
|-&lt;br /&gt;
| A.I Assistant Software || - || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hackcard || Dim || 0.01lbs. || $2,500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million&lt;br /&gt;
|-&lt;br /&gt;
| Neural Link || Fine || - || $250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera&#039;&#039;&#039;: A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used &#039;onsite&#039;. Each Tech level higher increases this Misc bonus by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation Device&#039;&#039;&#039;: Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how &#039;advanced&#039; there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in &#039;&#039;&#039;EVERY&#039;&#039;&#039; advanced civilization that has attempted to conquer the stairs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image Replicator&#039;&#039;&#039;: Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a &#039;&#039;&#039;Remote Communications&#039;&#039;&#039; device to also have the ability to &#039;Fax&#039; or otherwise send images to other Image Replicator&#039;s or &#039;&#039;&#039;Computation Devices&#039;&#039;&#039;. Although fairly common product in Civilizations that also have Cameras this generally doesn&#039;t improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recorder&#039;&#039;&#039;: This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Communications&#039;&#039;&#039;: Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with &#039;Computation Devices&#039; and &#039;Recorders&#039;. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to &#039;break&#039; phones. However ~0.9/Tech 1+ devices can be considered &#039;Tiny&#039; and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Dimensional Fabricator/Scanner&#039;&#039;&#039;: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has &#039;blue prints&#039;. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size. &lt;br /&gt;
:: Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.&lt;br /&gt;
:: [[-_Chemical|Chemical]]: $5,000&lt;br /&gt;
:: [[-_Electronic|Electronic]]: $2,500&lt;br /&gt;
:: [[-_Mechanical|Mechanical]]: $2,000&lt;br /&gt;
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500&lt;br /&gt;
:: [[-_Structural|Structural]]: $1,500&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I Assistant Software&#039;&#039;&#039;: Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hackcard&#039;&#039;&#039;: A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conscience Backup Device&#039;&#039;&#039;: This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be &#039;resurrected&#039; with the memories of there life all the way up until the last time they synced. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Link&#039;&#039;&#039;: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.&lt;br /&gt;
&lt;br /&gt;
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people&#039;s thoughts, memories, emotions if they two have a Neural Link and are near to each other. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of [[Cybernetics]].&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials and Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+ Crafting Materials and Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Structural Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: N/A &lt;br /&gt;
&lt;br /&gt;
These items are used for crafting and repairing. Rules for crafting can be found on the [[craft]] page. Repairing only requires 1/10th the cost of the item in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd the cost of the item in crafting materials. To make a masterworked item it takes the advanced version of the materials. &lt;br /&gt;
&lt;br /&gt;
You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in &#039;units&#039; which is a measurement explained in the [[Space_Ships|Space Ships]] page. But one unit is roughly 1x1x1ft and roughly 100 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making chemical compounds. Usually solvents, poisons, and bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronic Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually these things are computers, special microchips, electronic weapon accessories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually machine components for weapons or robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually drugs or healing items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structural Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually buildings or space ships. But can also be armor and even simple items like clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Chemical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Electronic Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Mechanical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Advanced Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Structural Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
==Surveillance Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by &#039;&#039;&#039;Up Teching&#039;&#039;&#039;. Each Up Teching doubles the price.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer&#039;s job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Surveillance Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Pro Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars ||Tiny ||1 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;: A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached to a &#039;&#039;&#039;communications&#039;&#039;&#039; device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Trackers&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached like the &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It can track the location of a remote transmission. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronics Detector&#039;&#039;&#039;: (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done starting at Tech 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range audio recorder&#039;&#039;&#039;: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Micro-Recorder&#039;&#039;&#039;: An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal Jammer&#039;&#039;&#039;: Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tap&#039;&#039;&#039;: A common device used to &#039;tap&#039; into hard wired communication and security systems. This can be used both to spy on people and to gain a &#039;backdoor&#039; into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker Bot&#039;&#039;&#039;: (Requires Tech 2) This moderately stealthy robot can attempt to &#039;&#039;&#039;trail&#039;&#039;&#039; a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a &#039;&#039;&#039;Comms Tracker&#039;&#039;&#039;, &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.&lt;br /&gt;
&lt;br /&gt;
== Profession Kits ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All crafting kits are considered &#039;&#039;&#039;Tech Neutral&#039;&#039;&#039;. This means that they cannot be &#039;&#039;&#039;Up Teched&#039;&#039;&#039; only Masterworked. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTES&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Uses&#039;&#039;&#039;. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default. &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Masterworked/Advance&#039;&#039;&#039;: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)&lt;br /&gt;
&lt;br /&gt;
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have &#039;&#039;&#039;uses&#039;&#039;&#039;. The prices shown in the table below are for normal kits, the cost is &#039;&#039;&#039;3x&#039;&#039;&#039; as much for Masterworked Kits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Professional Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Procure Diff.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chemists Kit || Med || 5 lb. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Disguise kit, morphic || Tiny || 1 lb. || 12&lt;br /&gt;
|-&lt;br /&gt;
| Demolitions Kit ||Med ||5 lb. ||$200&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Tool Kit ||Huge ||33 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Evidence Kit ||Med ||8 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Kit || Small || 1 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
| Forgery Kit ||Small ||3 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Lock Picking Kit|| Small || 5 lbs. || $300/1&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Tool Kit ||Huge ||45 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
| Medkit || Small || 3 lb. || $2500&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist Kit ||Med ||6 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
| Search-and-Rescue Kit ||Med ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
| Surgery Kit ||Med ||5 lb. || $1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemist Kit&#039;&#039;&#039;: This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise Kit, Morphic&#039;&#039;&#039;: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demolitions Kit&#039;&#039;&#039;: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals) with those chemicals are explosives with include weapons such as grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electrical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evidence Kits&#039;&#039;&#039;: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge,Perception, and Study checks under appropriate circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; First Aid Kit&#039;&#039;&#039;: This Kit is used to help stabilize a Character when down and to give an Advantage bonus to Treat Injury skill. With an automatic +1 health point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery Kit&#039;&#039;&#039;: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Picking Kit&#039;&#039;&#039;: This kit contains everything needed to disable mechanical locks. This is used when preforming a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provided an Advantage Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit&#039;&#039;&#039;: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacist Kit&#039;&#039;&#039;: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search-and-Rescue Kit&#039;&#039;&#039;:  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Kit&#039;&#039;&#039;: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage  circumstance bonus on the Treat Injury skill&#039;s Stabilize and Surgery.&lt;br /&gt;
&lt;br /&gt;
==Survival Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
Survival gear helps characters keep themselves alive in the great outdoors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Survival Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
|Compass ||Small ||1 lb. ||$50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Directed Light Source ||Small ||3 lb. ||$25 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Face Mask || Small ||3 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Portable Stove ||Medium ||10 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rope (25ft) || Small ||4 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rural Map || Dim || 0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Terran Map ||Dim ||0.1 lb. ||$15 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Towel ||Tiny ||1 lb. ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Urban Map || Dim ||0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars: Electro-Optical ||Small ||4 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Suits || Large ||15 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Navigation Device || Small || 2 lb. || $350 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Aquaconverter || Medium || 6 lb. || $1,200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Star Map || Fine || - || $100 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finding Binoculars&#039;&#039;&#039;: Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player&#039;s accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directed Light Source&#039;&#039;&#039;: This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Light Source&#039;&#039;&#039;: Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039;: A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric Positioning Device&#039;&#039;&#039;: Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn&#039;t just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances.s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Navigation Device&#039;&#039;&#039;: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Satellite Navigation&#039;&#039;&#039;: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Map&#039;&#039;&#039;: A map of the local city. This can provide all sorts of cultural information besides just where you are located.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rural Map&#039;&#039;&#039;: A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Map&#039;&#039;&#039;: Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Map&#039;&#039;&#039;: These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face Mask&#039;&#039;&#039;: Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Suits&#039;&#039;&#039;: Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Recreation Personal Shield&#039;&#039;&#039;: Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn&#039;t work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;: An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towel&#039;&#039;&#039;: An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it&#039;s clean enough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rations&#039;&#039;&#039;: Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable Stove&#039;&#039;&#039;: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purifier&#039;&#039;&#039;: This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquaconverter&#039;&#039;&#039;: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a &#039;&#039;&#039;Face Mask&#039;&#039;&#039; without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.&lt;br /&gt;
&lt;br /&gt;
== Scanners == &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
This is equipment used to detect and test for the presence  of some material or materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Sensor Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environment Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Medical Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Robotics Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Security Scanner || Small || 1 lb. || $10,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Scanner&#039;&#039;&#039;: This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;: This scanner is used to detect anomalies and diagnose problems in biological life forms. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics Scanner&#039;&#039;&#039;: This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Scanner&#039;&#039;&#039;: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039;: (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039; Provides a +2 to all the same things all the other Scanners provide.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Chemical|Chemical]]&lt;br /&gt;
&lt;br /&gt;
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.&lt;br /&gt;
&lt;br /&gt;
;Type: This is either &#039;&#039;&#039;Ingested&#039;&#039;&#039;, &#039;&#039;&#039;Injury&#039;&#039;&#039;, or &#039;&#039;&#039;Inhaled&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Ingested&#039;&#039;&#039; : This means the player will have to find a way to make the target eat or otherwise consume the poison.&lt;br /&gt;
:* &#039;&#039;&#039;Injury&#039;&#039;&#039; : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated. &lt;br /&gt;
&lt;br /&gt;
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons. &lt;br /&gt;
&lt;br /&gt;
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save. &lt;br /&gt;
&lt;br /&gt;
;Secondary Damage: This is damage or other effects taken in intervals explained in the &#039;Time&#039; column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage. &lt;br /&gt;
&lt;br /&gt;
;Time: This is usually simply &#039;xdX Turns&#039;. However it may also imply that each &#039;Turn&#039; is actually &#039;X an Hour&#039; meaning that the effect happens over hours instead of turns in combat. They may also be a &#039;Lingers&#039; effect which means the poison stays in that spot and can effect anyone entering the area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Poisons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Poison&lt;br /&gt;
! Type&lt;br /&gt;
! Save DC&lt;br /&gt;
! Initial Damage&lt;br /&gt;
! Secondary Damage&lt;br /&gt;
! Time&lt;br /&gt;
! Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3&lt;br /&gt;
|-&lt;br /&gt;
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3 &lt;br /&gt;
|-&lt;br /&gt;
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||— || (Lingers 1d4) 1d4 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Pharmaceutical|Pharmaceutical]]&lt;br /&gt;
&lt;br /&gt;
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Chemical and Medical Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Healing Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Immunity Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Pill Capsules (10-Pack) || Fine || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Syringe (5-Pack) || Diminutive || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Spray Bottle || Tiny || - || $15&lt;br /&gt;
|-&lt;br /&gt;
| Spray Grenade || Small || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Restorative Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Neutrad || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Sporekill || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Regenerative Concoction || - || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket-X || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Antitox || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Biocort || Diminutive || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Truthtell || Diminutive || - || $2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Concoction&#039;&#039;&#039;: This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are &#039;&#039;&#039;Pill Capsules&#039;&#039;&#039;, &#039;&#039;&#039;Syringe&#039;&#039;&#039;, &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;, or &#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;. Each has there own delivery method. &lt;br /&gt;
&lt;br /&gt;
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech. The number of dice is determined by the Craft Rank. You can only craft healing concoctions as high as your current Tech Level. Tech 1 and 2 requires Rank 2, Tech 3 requires Craft Rank 3 and Tech 4 requires +2 Craft Rank 4. &lt;br /&gt;
&lt;br /&gt;
Each time a dice is added the price of the Healing Concoction increases by $500 and each Tech Level increases by another $500 per die. So a 4d10 Healing Concoction would cost $6,000 and require Tech Level 3 and Crafting Pharmaceutical skill Rank of 5. &lt;br /&gt;
&lt;br /&gt;
As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare. &lt;br /&gt;
&lt;br /&gt;
Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:center;&amp;quot;&lt;br /&gt;
|+ Healing Concoction Overview&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;, rowspan=&amp;quot;2&amp;quot; | Dice =&amp;gt; &amp;lt;br /&amp;gt; v=# of Dice=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd6 ($500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd8 ($1,000)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd10 ($1,500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd12 ($2,000)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 1 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 2 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 3 / Rank +1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 4 / Rank +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d6 /&amp;lt;br &amp;gt; $500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d8 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d10 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d12 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d6 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d8 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d10 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d12 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3dX &amp;lt;br /&amp;gt; Craft Rank 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d6 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d8 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d10 /&amp;lt;br &amp;gt; $4,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d12 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4dX &amp;lt;br /&amp;gt; Craft Rank 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d6 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d8 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d10 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d12 /&amp;lt;br &amp;gt; $8,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5dX &amp;lt;br /&amp;gt; Craft Rank 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d6 /&amp;lt;br &amp;gt; $2,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d8 /&amp;lt;br &amp;gt; $5,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d10 /&amp;lt;br &amp;gt; $7,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d12 /&amp;lt;br &amp;gt; $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6dX &amp;lt;br /&amp;gt; Craft Rank 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d6 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d8 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d10 /&amp;lt;br &amp;gt; $9,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d12 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 7dX &amp;lt;br /&amp;gt; Craft Rank 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d6 /&amp;lt;br &amp;gt; $3,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d8 /&amp;lt;br &amp;gt; $7,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d10 /&amp;lt;br &amp;gt; $10,500 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d12 /&amp;lt;br &amp;gt; $14,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 8dX &amp;lt;br /&amp;gt; Craft Rank 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d6 /&amp;lt;br &amp;gt; $4,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d8 /&amp;lt;br &amp;gt; $8,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d10 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d12 /&amp;lt;br &amp;gt; $16,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039; Is like &#039;&#039;&#039;Healing Concoction&#039;&#039;&#039; except instead of Dice based on&amp;lt;br /&amp;gt; Craft Rank it is the Number of Turns it effects the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This item &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be used without an administering tool such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a [[Treat Injury]] check. This simply just works. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity Concoction&#039;&#039;&#039;: Much like the &amp;quot;Healing Concoction&amp;quot; this requires a form of administering such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.&lt;br /&gt;
&lt;br /&gt;
Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item. The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill Capsules (10-Pack)&#039;&#039;&#039;: A very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft for this is can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;. This capsules can hold a single dose of a &amp;quot;Concoction&amp;quot; and can only be used once. They are made 10 at a time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe (5-Pack)&#039;&#039;&#039;: Another very simple and cheap way to administer a &amp;quot;Concocation&amp;quot;. Craft skill for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;.  A Syringe can only be used once and then is disposed of. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The point of a Syringe is that it can be administered by somebody else and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of &amp;quot;Concoction&amp;quot;. Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 2 more uses. Craft skill for this can either be &#039;Mechanical&#039; or &#039;Pharmaceutical&#039;. For every 5ft or 2 uses the price doubles.&lt;br /&gt;
&lt;br /&gt;
A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range &#039;&#039;&#039;or&#039;&#039;&#039; 2 more uses. The crafter decides. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The HP restored is evenly distributed (round down) amongst all targets within the circle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restorative Concoction&#039;&#039;&#039;: The Restorative Concoction helps restore a targets Ability damage. This doesn&#039;t remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back. &lt;br /&gt;
&lt;br /&gt;
Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booster&#039;&#039;&#039;: A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered &#039;Boosted&#039;. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.&lt;br /&gt;
&lt;br /&gt;
However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)&lt;br /&gt;
&lt;br /&gt;
If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrad&#039;&#039;&#039;: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporekill&#039;&#039;&#039;: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket-X&#039;&#039;&#039;: A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.&lt;br /&gt;
&lt;br /&gt;
Each time a character uses a dose of boost, she has a 10% chance of suffering an Disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039;: This acts just like the &amp;quot;Healing Concoction&amp;quot; except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from &amp;quot;Healing Concoction&amp;quot; when it comes to price and crafting level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitox&#039;&#039;&#039;: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biocort&#039;&#039;&#039;: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truthtell&#039;&#039;&#039;: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.&lt;br /&gt;
&lt;br /&gt;
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Varies. However when in doubt the Game Master can deiced. Its best to focus on the most distinctive feature of the object and not all of its other components. &lt;br /&gt;
&lt;br /&gt;
These are items that are hard to categorize. They are placed here as they can be necessary for any adventure to have with them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Miscellaneous Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Crafting&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Duct Tape ||Tiny ||1 lb. || Chemical || $5 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duracable (25ft) ||Medium || 0.1 lb. || Structure || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fake ID ||Fine ||— || Language Skill||See text / 2&lt;br /&gt;
|-&lt;br /&gt;
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical  ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Nanobeacon || Fine || - || Electronic || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Shepherd chip || Fine || - || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Neural Recorder || Small || 1 lb. || Electronic || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duracable&#039;&#039;&#039;: Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn&#039;t strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional &#039;&#039;&#039;Rope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake ID&#039;&#039;&#039;: Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger&#039;s Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappler Tag&#039;&#039;&#039;: Often used in conjunction with &#039;&#039;&#039;Rope&#039;&#039;&#039; or &#039;&#039;&#039;Duracable&#039;&#039;&#039; the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM&#039;s discretion.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.&lt;br /&gt;
&lt;br /&gt;
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.&lt;br /&gt;
*   Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Release Gun&#039;&#039;&#039;: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multipurpose Tool&#039;&#039;&#039;: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.&lt;br /&gt;
&lt;br /&gt;
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash-Seal&#039;&#039;&#039;: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours.  A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanobeacon&#039;&#039;&#039;: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shepherd Chip&#039;&#039;&#039;: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private. &lt;br /&gt;
&lt;br /&gt;
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities. &lt;br /&gt;
&lt;br /&gt;
Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field Emitter&#039;&#039;&#039;: This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Tether &#039;&#039;&#039;: Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime. &lt;br /&gt;
&lt;br /&gt;
While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologram Player/Recorder&#039;&#039;&#039;: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene. &lt;br /&gt;
&lt;br /&gt;
Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Visor&#039;&#039;&#039;: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Powerpack&#039;&#039;&#039;: The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Recorder&#039;&#039;&#039;: A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.&lt;br /&gt;
&lt;br /&gt;
A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Scrambler&#039;&#039;&#039;: The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Any species with the &#039;&#039;&#039;Hive Mind&#039;&#039;&#039; attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologuise&#039;&#039;&#039;: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Force Field&#039;&#039;&#039;: Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polyvox&#039;&#039;&#039;: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a &#039;&#039;&#039;Neural Link&#039;&#039;&#039; it can auto translate to the point where the person appears to be speaking in the Character native language.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Looking for [[Weapons]]? Go the the weapons page [[Weapons|here]]. &lt;br /&gt;
&lt;br /&gt;
Looking for [[Armor]]? Go the armor page [[Armor|here]].&lt;br /&gt;
&lt;br /&gt;
Looking for traps, sensors, explosives and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.&lt;br /&gt;
&lt;br /&gt;
Looking for [[Space_Ships|Space Ships]] and all there [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start. &lt;br /&gt;
&lt;br /&gt;
Want to hurry up and play without having to pick out all your gear? Go the the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide &#039;&#039;&#039;starter kits&#039;&#039;&#039; for Characters.&lt;br /&gt;
&lt;br /&gt;
== Starter Packs == &lt;br /&gt;
&lt;br /&gt;
There are suggestions as to what Starter Packs to pick from based on either the [[Advance_Classes|Advance Classes]] a Player wants to be and/or the [[Professions]] they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
;Businessman’s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)&lt;br /&gt;
&lt;br /&gt;
;Doctor&#039;s Pack: - Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8,  Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.&lt;br /&gt;
&lt;br /&gt;
;Explorer&#039;s Pack: Large Range Pack, Clothing Outfit Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character&#039;s desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.&lt;br /&gt;
&lt;br /&gt;
;Official&#039;s Pack: Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder&lt;br /&gt;
&lt;br /&gt;
;Outlaw&#039;s Pack: Aluminium Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5 day pack), Pick between (Fake ID DC13, Lock Release Gun).&lt;br /&gt;
&lt;br /&gt;
;Settler&#039;s Pack: Aluminium Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.&lt;br /&gt;
&lt;br /&gt;
;Technician&#039;s Pack: Contractor&#039;s Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.&lt;br /&gt;
&lt;br /&gt;
All Characters should also have at least one small [[Weapon]], and some simple [[Armor]].&lt;br /&gt;
&lt;br /&gt;
== Customization And Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Items can be updated either by improving the craftsmanship or by using the [[Gadgets|Gadget]] system (Under Construction). Below are the rules associated with &#039;&#039;&#039;Masterwork&#039;&#039;&#039; and &#039;&#039;&#039;Up Teching&#039;&#039;&#039; items.&lt;br /&gt;
&lt;br /&gt;
There are two forms of improvement. &lt;br /&gt;
# Have the item &#039;&#039;&#039;Masterworked&#039;&#039;&#039;/ This has to be done at the time that the item is first Crafted and it implies that the item is built using the best equipment, talent, and parts for its Tech level. This can provide the item with a single improvement.&lt;br /&gt;
# Improving an item&#039;s Tech Level IE: (&#039;&#039;&#039;Up Teching&#039;&#039;&#039;). However an item must first be Masterworked in order to improve its Tech Level.&lt;br /&gt;
&lt;br /&gt;
In order to upgrade an Item the Character must have a ranks in the Craft skill associated with the item. To Masterwork an item the cafter has to a craft Rank of 3. In order to upgrade an items Tech Level the Craft rank must be 3 + (Number of Tech Levels the item is being upgraded too). The Character must also have the same or higher Rank in Tech as the Tech Level the item is being upgraded too.&lt;br /&gt;
&lt;br /&gt;
Each improvement to an item causes the Procure Difficulty to increase by 1 and thus the base price to increase in associated with the Procure rules [[Wealth_and_Money#Procure_Difficulty|here]]. This allows for a single improvement per Tech Level advancement. An item can be upgraded to a higher level by a Character with the correct Crafting and Tech level skill Ranks. There may be exceptions too this rule in the items description. An item cannot go down a Tech Level only up. If the goal is too decrease the price then the Item cannot receive any attribute changes. If an item is moved from Tech Level 4 to 5 it is considered Legendary and cannot go any higher. Its price is also quadrupled. If an item Proc Diff is 5 or above it is considered Legendary as well and cannot easily be sold or bought.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
The Improvements can be to change the following aspects: Cost, Weight, Size or One of the Items bonus it provides. &lt;br /&gt;
&lt;br /&gt;
* Cost: If the goal is too adjust the cost this can only go down once. It reduces its cost be 1/2.&lt;br /&gt;
* Weight: This reduces the weight by 1/2 each time.&lt;br /&gt;
* Size: This can reduce the size increment down by one. This can only be done once.&lt;br /&gt;
* Item Bonus: Items have all sorts of bonuses and in many cases multi bonuses. Each item description will state what it is. Anything can be adjusted by 1/2 round up. If the item doesn&#039;t have a bonus only shows features then this item cannot be upgraded in this way. Some items do have &#039;default&#039; ways too upgrade them that may be described in the description of the category itself.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5705</id>
		<title>General Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5705"/>
		<updated>2017-07-26T07:39:17Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starter Packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
This page covers the wide variety of general gear available to characters of all sorts. The items below are divided up into Categories roughly based on how the items can be crafted. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too as well as Size, Weight and Cost. To the left of the Table is the description of each item shown in the order presented in the Table. &lt;br /&gt;
&lt;br /&gt;
The prices listed in the tables below are based on the cost of the item for that Tech Level/Time period. &lt;br /&gt;
&lt;br /&gt;
To many items? Do not want to read through all that? Then [[General_Equipment#Bundle_Packs|Bundle Packs]] may be the place to go. This is helpful especially when making a new Character and you need a set of gear quick.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is the [[General_Equipment#Customization_And_Upgrades|Customization and Upgrades]] section. Go there to learn how to customize and upgrade items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Below you may sometimes see &#039;In-Game Bonus&#039; under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However this isn&#039;t the only possible use of the item as DM and Players are encouraged to be imaginative. However these should be the most common examples and should help the player decide if they want to get it.&lt;br /&gt;
&lt;br /&gt;
==Bags and Boxes==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This give the freedom of the crafter to &#039;&#039;&#039;Up Tech&#039;&#039;&#039; the items to improve upon them. Or add gadgets to make them.. float or teleport or have traps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Bags and Boxes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 10 lb. ||Med ||5 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 40 lb. ||Large ||10 lb. ||$190&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 75 lb. ||Large ||15 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Briefcase ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
| Container || Med || 5 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
|Contractor&#039;s Field Bag ||Med ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Day Pack ||Small ||2 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Handbag ||Small ||1 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Standard ||Small ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Oversized ||Med ||3 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Secure Wallet ||Small ||0.5 lb. ||$80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aluminium Travel Case&#039;&#039;&#039;: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks. It can be modified via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or &#039;&#039;&#039;Up Teching&#039;&#039;&#039; to improve the locking mechanism. A gadget can be added as part of a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefcase&#039;&#039;&#039;: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it&#039;s cheap lock is not very secure (Disable Device DC 10; break DC 10).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is the business persons suite of armor. They use it for everything. In todays digital world it is hard to imagine what could be so important to need a physical copy. Thus when seen it provides the holder with a certain authority they may not otherwise have. Under the wright circumstances this provides an advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; and/or &#039;&#039;&#039;Profession&#039;&#039;&#039; checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Container&#039;&#039;&#039;: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. There construction can also very wildly. Better materials may make them able to resist a person forcefully getting into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4 Unit sized container without a lock and made out of simple materials such as wood or plastic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contractor&#039;s Field Bag&#039;&#039;&#039;: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-builtin lock. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is used &#039;on-site&#039; by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpacks&#039;&#039;&#039;: Backpacks come in different sizes much like Aluminium Travel cases. However they weight is actually added to the maximum weight of the carrier. By default they also do not have a lock however they can be modified to have one. The smallest is the sort sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium sized it used for mostly the same thing except bigger. While the last is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, medium size adds 14 pounds, and the largest adds 24 pounds of additional caring capacity to the wearer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Backpacks provided additional carrier capacity to the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handbag&#039;&#039;&#039;: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide a small item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Pack&#039;&#039;&#039;: This is a tactical backpack that comes in Medium and Large size. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a sub-machine gun and the larger version can hold disassembled rifles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide non-clunky/clumsy weapons and ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Wallet&#039;&#039;&#039;: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depends on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information such as &#039;papers&#039; and &#039;id cards&#039; as well as financial tools like a credit card. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a &#039;prop&#039; to help pretend to be richer then one really is.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;In-Game Bonus&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:*&#039;&#039;&#039;ALL&#039;&#039;&#039; these items can be associated with &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check. &lt;br /&gt;
:*&#039;&#039;&#039;SOME&#039;&#039;&#039; clothes can also help with &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks. If the tailor (crafter) can masterwork &#039;&#039;&#039;Structural&#039;&#039;&#039; items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks when hiding or quick drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE&amp;lt;/u&amp;gt;&#039;&#039;&#039;: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties and more then go to the [[Armor]] rules and review the Special Attributes &#039;&#039;&#039;Shirt&#039;&#039;&#039; under the [[Armor#Customization_Armor|customize]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Clothing&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Business ||Med ||3 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Casual ||Med ||2 lb. ||$80&lt;br /&gt;
|-&lt;br /&gt;
|Formal ||Med ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Fatigues ||Med ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Uniform ||Med ||2 lb. ||$90&lt;br /&gt;
|-&lt;br /&gt;
|Ghillie suit ||Med ||5 lb. ||$125&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Jacket ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Outerwear Coat ||Med ||2 lb. ||$45&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||Med ||3 lb. ||$75&lt;br /&gt;
|-&lt;br /&gt;
|Photojournalist&#039;s Vest ||Med ||1 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tool belt ||Small ||2 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Windbreaker ||Med ||1 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Lab Coat || Med || 2 lb. || $80&lt;br /&gt;
|-&lt;br /&gt;
| Explorers Outfit || Med || 2 lb. || $120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing Outfit&lt;br /&gt;
&lt;br /&gt;
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.&lt;br /&gt;
* &#039;&#039;&#039;Business&#039;&#039;&#039;: A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Casual&#039;&#039;&#039;: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Formal&#039;&#039;&#039;: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have a cost much higher than shown on the table.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fatigues&#039;&#039;&#039;: They&#039;re rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colours and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uniform&#039;&#039;&#039;: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Suit&#039;&#039;&#039;: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colours, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate colouration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear&#039;&#039;&#039;: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Jacket&#039;&#039;&#039;: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear Coat&#039;&#039;&#039;: An outer garment worn on the upper body. Its length and style vary according to fashion and use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parka&#039;&#039;&#039;: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photojournalist&#039;s Vest&#039;&#039;&#039;: Made of cotton with mesh panels to keep the wearer cool, the photojournalist&#039;s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Belt&#039;&#039;&#039;: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windbreaker&#039;&#039;&#039;: This is a lightweight jacket made of wind-resistant material.&lt;br /&gt;
&lt;br /&gt;
==Computers and Consumer Electronics==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Computers and Consumer Electronics&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
| Camera || Tiny ||1 lb. || $100&lt;br /&gt;
|-&lt;br /&gt;
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $50 Million/$500&lt;br /&gt;
|-&lt;br /&gt;
| Image Replicator || Medium || 10 lbs. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Recorder || Small ||1 lb. || $200&lt;br /&gt;
|-&lt;br /&gt;
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000/300&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Camera, Digital ||Tiny ||0.5 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000&lt;br /&gt;
|-&lt;br /&gt;
| A.I Assistant Software || - || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hackcard || Dim || 0.01lbs. || $2,500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million&lt;br /&gt;
|-&lt;br /&gt;
| Neural Link || Fine || - || $250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera&#039;&#039;&#039;: A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used &#039;onsite&#039;. Each Tech level higher increases this Misc bonus by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation Device&#039;&#039;&#039;: Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how &#039;advanced&#039; there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in &#039;&#039;&#039;EVERY&#039;&#039;&#039; advanced civilization that has attempted to conquer the stairs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image Replicator&#039;&#039;&#039;: Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a &#039;&#039;&#039;Remote Communications&#039;&#039;&#039; device to also have the ability to &#039;Fax&#039; or otherwise send images to other Image Replicator&#039;s or &#039;&#039;&#039;Computation Devices&#039;&#039;&#039;. Although fairly common product in Civilizations that also have Cameras this generally doesn&#039;t improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recorder&#039;&#039;&#039;: This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Communications&#039;&#039;&#039;: Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with &#039;Computation Devices&#039; and &#039;Recorders&#039;. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to &#039;break&#039; phones. However ~0.9/Tech 1+ devices can be considered &#039;Tiny&#039; and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Dimensional Fabricator/Scanner&#039;&#039;&#039;: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has &#039;blue prints&#039;. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size. &lt;br /&gt;
:: Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.&lt;br /&gt;
:: [[-_Chemical|Chemical]]: $5,000&lt;br /&gt;
:: [[-_Electronic|Electronic]]: $2,500&lt;br /&gt;
:: [[-_Mechanical|Mechanical]]: $2,000&lt;br /&gt;
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500&lt;br /&gt;
:: [[-_Structural|Structural]]: $1,500&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I Assistant Software&#039;&#039;&#039;: Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hackcard&#039;&#039;&#039;: A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conscience Backup Device&#039;&#039;&#039;: This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be &#039;resurrected&#039; with the memories of there life all the way up until the last time they synced. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Link&#039;&#039;&#039;: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.&lt;br /&gt;
&lt;br /&gt;
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people&#039;s thoughts, memories, emotions if they two have a Neural Link and are near to each other. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of [[Cybernetics]].&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials and Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+ Crafting Materials and Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Structural Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: N/A &lt;br /&gt;
&lt;br /&gt;
These items are used for crafting and repairing. Rules for crafting can be found on the [[craft]] page. Repairing only requires 1/10th the cost of the item in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd the cost of the item in crafting materials. To make a masterworked item it takes the advanced version of the materials. &lt;br /&gt;
&lt;br /&gt;
You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in &#039;units&#039; which is a measurement explained in the [[Space_Ships|Space Ships]] page. But one unit is roughly 1x1x1ft and roughly 100 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making chemical compounds. Usually solvents, poisons, and bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronic Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually these things are computers, special microchips, electronic weapon accessories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually machine components for weapons or robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually drugs or healing items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structural Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually buildings or space ships. But can also be armor and even simple items like clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Chemical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Electronic Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Mechanical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Advanced Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Structural Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
==Surveillance Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by &#039;&#039;&#039;Up Teching&#039;&#039;&#039;. Each Up Teching doubles the price.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer&#039;s job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Surveillance Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Pro Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars ||Tiny ||1 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;: A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached to a &#039;&#039;&#039;communications&#039;&#039;&#039; device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Trackers&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached like the &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It can track the location of a remote transmission. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronics Detector&#039;&#039;&#039;: (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done starting at Tech 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range audio recorder&#039;&#039;&#039;: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Micro-Recorder&#039;&#039;&#039;: An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal Jammer&#039;&#039;&#039;: Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tap&#039;&#039;&#039;: A common device used to &#039;tap&#039; into hard wired communication and security systems. This can be used both to spy on people and to gain a &#039;backdoor&#039; into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker Bot&#039;&#039;&#039;: (Requires Tech 2) This moderately stealthy robot can attempt to &#039;&#039;&#039;trail&#039;&#039;&#039; a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a &#039;&#039;&#039;Comms Tracker&#039;&#039;&#039;, &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.&lt;br /&gt;
&lt;br /&gt;
== Profession Kits ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All crafting kits are considered &#039;&#039;&#039;Tech Neutral&#039;&#039;&#039;. This means that they cannot be &#039;&#039;&#039;Up Teched&#039;&#039;&#039; only Masterworked. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTES&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Uses&#039;&#039;&#039;. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default. &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Masterworked/Advance&#039;&#039;&#039;: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)&lt;br /&gt;
&lt;br /&gt;
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have &#039;&#039;&#039;uses&#039;&#039;&#039;. The prices shown in the table below are for normal kits, the cost is &#039;&#039;&#039;3x&#039;&#039;&#039; as much for Masterworked Kits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Professional Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Procure Diff.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chemists Kit || Med || 5 lb. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Disguise kit, morphic || Tiny || 1 lb. || 12&lt;br /&gt;
|-&lt;br /&gt;
| Demolitions Kit ||Med ||5 lb. ||$200&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Tool Kit ||Huge ||33 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Evidence Kit ||Med ||8 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Kit || Small || 1 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
| Forgery Kit ||Small ||3 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Lock Picking Kit|| Small || 5 lbs. || $300/1&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Tool Kit ||Huge ||45 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
| Medkit || Small || 3 lb. || $2500&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist Kit ||Med ||6 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
| Search-and-Rescue Kit ||Med ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
| Surgery Kit ||Med ||5 lb. || $1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemist Kit&#039;&#039;&#039;: This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise Kit, Morphic&#039;&#039;&#039;: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demolitions Kit&#039;&#039;&#039;: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals) with those chemicals are explosives with include weapons such as grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electrical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evidence Kits&#039;&#039;&#039;: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge,Perception, and Study checks under appropriate circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; First Aid Kit&#039;&#039;&#039;: This Kit is used to help stabilize a Character when down and to give an Advantage bonus to Treat Injury skill. With an automatic +1 health point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery Kit&#039;&#039;&#039;: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Picking Kit&#039;&#039;&#039;: This kit contains everything needed to disable mechanical locks. This is used when preforming a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provided an Advantage Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit&#039;&#039;&#039;: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacist Kit&#039;&#039;&#039;: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search-and-Rescue Kit&#039;&#039;&#039;:  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Kit&#039;&#039;&#039;: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage  circumstance bonus on the Treat Injury skill&#039;s Stabilize and Surgery.&lt;br /&gt;
&lt;br /&gt;
==Survival Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
Survival gear helps characters keep themselves alive in the great outdoors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Survival Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
|Compass ||Small ||1 lb. ||$50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Directed Light Source ||Small ||3 lb. ||$25 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Face Mask || Small ||3 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Portable Stove ||Medium ||10 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rope (25ft) || Small ||4 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rural Map || Dim || 0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Terran Map ||Dim ||0.1 lb. ||$15 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Towel ||Tiny ||1 lb. ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Urban Map || Dim ||0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars: Electro-Optical ||Small ||4 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Suits || Large ||15 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Navigation Device || Small || 2 lb. || $350 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Aquaconverter || Medium || 6 lb. || $1,200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Star Map || Fine || - || $100 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finding Binoculars&#039;&#039;&#039;: Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player&#039;s accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directed Light Source&#039;&#039;&#039;: This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Light Source&#039;&#039;&#039;: Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039;: A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric Positioning Device&#039;&#039;&#039;: Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn&#039;t just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances.s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Navigation Device&#039;&#039;&#039;: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Satellite Navigation&#039;&#039;&#039;: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Map&#039;&#039;&#039;: A map of the local city. This can provide all sorts of cultural information besides just where you are located.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rural Map&#039;&#039;&#039;: A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Map&#039;&#039;&#039;: Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Map&#039;&#039;&#039;: These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face Mask&#039;&#039;&#039;: Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Suits&#039;&#039;&#039;: Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Recreation Personal Shield&#039;&#039;&#039;: Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn&#039;t work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;: An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towel&#039;&#039;&#039;: An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it&#039;s clean enough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rations&#039;&#039;&#039;: Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable Stove&#039;&#039;&#039;: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purifier&#039;&#039;&#039;: This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquaconverter&#039;&#039;&#039;: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a &#039;&#039;&#039;Face Mask&#039;&#039;&#039; without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.&lt;br /&gt;
&lt;br /&gt;
== Scanners == &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
This is equipment used to detect and test for the presence  of some material or materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Sensor Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environment Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Medical Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Robotics Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Security Scanner || Small || 1 lb. || $10,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Scanner&#039;&#039;&#039;: This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;: This scanner is used to detect anomalies and diagnose problems in biological life forms. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics Scanner&#039;&#039;&#039;: This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Scanner&#039;&#039;&#039;: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039;: (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039; Provides a +2 to all the same things all the other Scanners provide.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Chemical|Chemical]]&lt;br /&gt;
&lt;br /&gt;
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.&lt;br /&gt;
&lt;br /&gt;
;Type: This is either &#039;&#039;&#039;Ingested&#039;&#039;&#039;, &#039;&#039;&#039;Injury&#039;&#039;&#039;, or &#039;&#039;&#039;Inhaled&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Ingested&#039;&#039;&#039; : This means the player will have to find a way to make the target eat or otherwise consume the poison.&lt;br /&gt;
:* &#039;&#039;&#039;Injury&#039;&#039;&#039; : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated. &lt;br /&gt;
&lt;br /&gt;
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons. &lt;br /&gt;
&lt;br /&gt;
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save. &lt;br /&gt;
&lt;br /&gt;
;Secondary Damage: This is damage or other effects taken in intervals explained in the &#039;Time&#039; column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage. &lt;br /&gt;
&lt;br /&gt;
;Time: This is usually simply &#039;xdX Turns&#039;. However it may also imply that each &#039;Turn&#039; is actually &#039;X an Hour&#039; meaning that the effect happens over hours instead of turns in combat. They may also be a &#039;Lingers&#039; effect which means the poison stays in that spot and can effect anyone entering the area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Poisons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Poison&lt;br /&gt;
! Type&lt;br /&gt;
! Save DC&lt;br /&gt;
! Initial Damage&lt;br /&gt;
! Secondary Damage&lt;br /&gt;
! Time&lt;br /&gt;
! Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3&lt;br /&gt;
|-&lt;br /&gt;
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3 &lt;br /&gt;
|-&lt;br /&gt;
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||— || (Lingers 1d4) 1d4 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Pharmaceutical|Pharmaceutical]]&lt;br /&gt;
&lt;br /&gt;
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Chemical and Medical Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Healing Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Immunity Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Pill Capsules (10-Pack) || Fine || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Syringe (5-Pack) || Diminutive || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Spray Bottle || Tiny || - || $15&lt;br /&gt;
|-&lt;br /&gt;
| Spray Grenade || Small || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Restorative Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Neutrad || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Sporekill || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Regenerative Concoction || - || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket-X || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Antitox || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Biocort || Diminutive || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Truthtell || Diminutive || - || $2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Concoction&#039;&#039;&#039;: This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are &#039;&#039;&#039;Pill Capsules&#039;&#039;&#039;, &#039;&#039;&#039;Syringe&#039;&#039;&#039;, &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;, or &#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;. Each has there own delivery method. &lt;br /&gt;
&lt;br /&gt;
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech. The number of dice is determined by the Craft Rank. You can only craft healing concoctions as high as your current Tech Level. Tech 1 and 2 requires Rank 2, Tech 3 requires Craft Rank 3 and Tech 4 requires +2 Craft Rank 4. &lt;br /&gt;
&lt;br /&gt;
Each time a dice is added the price of the Healing Concoction increases by $500 and each Tech Level increases by another $500 per die. So a 4d10 Healing Concoction would cost $6,000 and require Tech Level 3 and Crafting Pharmaceutical skill Rank of 5. &lt;br /&gt;
&lt;br /&gt;
As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare. &lt;br /&gt;
&lt;br /&gt;
Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:center;&amp;quot;&lt;br /&gt;
|+ Healing Concoction Overview&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;, rowspan=&amp;quot;2&amp;quot; | Dice =&amp;gt; &amp;lt;br /&amp;gt; v=# of Dice=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd6 ($500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd8 ($1,000)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd10 ($1,500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd12 ($2,000)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 1 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 2 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 3 / Rank +1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 4 / Rank +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d6 /&amp;lt;br &amp;gt; $500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d8 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d10 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d12 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d6 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d8 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d10 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d12 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3dX &amp;lt;br /&amp;gt; Craft Rank 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d6 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d8 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d10 /&amp;lt;br &amp;gt; $4,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d12 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4dX &amp;lt;br /&amp;gt; Craft Rank 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d6 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d8 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d10 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d12 /&amp;lt;br &amp;gt; $8,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5dX &amp;lt;br /&amp;gt; Craft Rank 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d6 /&amp;lt;br &amp;gt; $2,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d8 /&amp;lt;br &amp;gt; $5,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d10 /&amp;lt;br &amp;gt; $7,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d12 /&amp;lt;br &amp;gt; $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6dX &amp;lt;br /&amp;gt; Craft Rank 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d6 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d8 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d10 /&amp;lt;br &amp;gt; $9,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d12 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 7dX &amp;lt;br /&amp;gt; Craft Rank 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d6 /&amp;lt;br &amp;gt; $3,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d8 /&amp;lt;br &amp;gt; $7,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d10 /&amp;lt;br &amp;gt; $10,500 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d12 /&amp;lt;br &amp;gt; $14,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 8dX &amp;lt;br /&amp;gt; Craft Rank 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d6 /&amp;lt;br &amp;gt; $4,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d8 /&amp;lt;br &amp;gt; $8,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d10 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d12 /&amp;lt;br &amp;gt; $16,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039; Is like &#039;&#039;&#039;Healing Concoction&#039;&#039;&#039; except instead of Dice based on&amp;lt;br /&amp;gt; Craft Rank it is the Number of Turns it effects the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This item &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be used without an administering tool such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a [[Treat Injury]] check. This simply just works. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity Concoction&#039;&#039;&#039;: Much like the &amp;quot;Healing Concoction&amp;quot; this requires a form of administering such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.&lt;br /&gt;
&lt;br /&gt;
Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item. The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill Capsules (10-Pack)&#039;&#039;&#039;: A very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft for this is can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;. This capsules can hold a single dose of a &amp;quot;Concoction&amp;quot; and can only be used once. They are made 10 at a time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe (5-Pack)&#039;&#039;&#039;: Another very simple and cheap way to administer a &amp;quot;Concocation&amp;quot;. Craft skill for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;.  A Syringe can only be used once and then is disposed of. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The point of a Syringe is that it can be administered by somebody else and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of &amp;quot;Concoction&amp;quot;. Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 2 more uses. Craft skill for this can either be &#039;Mechanical&#039; or &#039;Pharmaceutical&#039;. For every 5ft or 2 uses the price doubles.&lt;br /&gt;
&lt;br /&gt;
A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range &#039;&#039;&#039;or&#039;&#039;&#039; 2 more uses. The crafter decides. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The HP restored is evenly distributed (round down) amongst all targets within the circle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restorative Concoction&#039;&#039;&#039;: The Restorative Concoction helps restore a targets Ability damage. This doesn&#039;t remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back. &lt;br /&gt;
&lt;br /&gt;
Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booster&#039;&#039;&#039;: A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered &#039;Boosted&#039;. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.&lt;br /&gt;
&lt;br /&gt;
However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)&lt;br /&gt;
&lt;br /&gt;
If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrad&#039;&#039;&#039;: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporekill&#039;&#039;&#039;: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket-X&#039;&#039;&#039;: A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.&lt;br /&gt;
&lt;br /&gt;
Each time a character uses a dose of boost, she has a 10% chance of suffering an Disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039;: This acts just like the &amp;quot;Healing Concoction&amp;quot; except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from &amp;quot;Healing Concoction&amp;quot; when it comes to price and crafting level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitox&#039;&#039;&#039;: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biocort&#039;&#039;&#039;: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truthtell&#039;&#039;&#039;: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.&lt;br /&gt;
&lt;br /&gt;
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Varies. However when in doubt the Game Master can deiced. Its best to focus on the most distinctive feature of the object and not all of its other components. &lt;br /&gt;
&lt;br /&gt;
These are items that are hard to categorize. They are placed here as they can be necessary for any adventure to have with them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Miscellaneous Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Crafting&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Duct Tape ||Tiny ||1 lb. || Chemical || $5 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duracable (25ft) ||Medium || 0.1 lb. || Structure || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fake ID ||Fine ||— || Language Skill||See text / 2&lt;br /&gt;
|-&lt;br /&gt;
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical  ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Nanobeacon || Fine || - || Electronic || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Shepherd chip || Fine || - || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Neural Recorder || Small || 1 lb. || Electronic || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duracable&#039;&#039;&#039;: Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn&#039;t strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional &#039;&#039;&#039;Rope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake ID&#039;&#039;&#039;: Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger&#039;s Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappler Tag&#039;&#039;&#039;: Often used in conjunction with &#039;&#039;&#039;Rope&#039;&#039;&#039; or &#039;&#039;&#039;Duracable&#039;&#039;&#039; the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM&#039;s discretion.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.&lt;br /&gt;
&lt;br /&gt;
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.&lt;br /&gt;
*   Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Release Gun&#039;&#039;&#039;: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multipurpose Tool&#039;&#039;&#039;: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.&lt;br /&gt;
&lt;br /&gt;
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash-Seal&#039;&#039;&#039;: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours.  A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanobeacon&#039;&#039;&#039;: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shepherd Chip&#039;&#039;&#039;: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private. &lt;br /&gt;
&lt;br /&gt;
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities. &lt;br /&gt;
&lt;br /&gt;
Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field Emitter&#039;&#039;&#039;: This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Tether &#039;&#039;&#039;: Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime. &lt;br /&gt;
&lt;br /&gt;
While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologram Player/Recorder&#039;&#039;&#039;: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene. &lt;br /&gt;
&lt;br /&gt;
Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Visor&#039;&#039;&#039;: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Powerpack&#039;&#039;&#039;: The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Recorder&#039;&#039;&#039;: A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.&lt;br /&gt;
&lt;br /&gt;
A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Scrambler&#039;&#039;&#039;: The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Any species with the &#039;&#039;&#039;Hive Mind&#039;&#039;&#039; attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologuise&#039;&#039;&#039;: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Force Field&#039;&#039;&#039;: Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polyvox&#039;&#039;&#039;: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a &#039;&#039;&#039;Neural Link&#039;&#039;&#039; it can auto translate to the point where the person appears to be speaking in the Character native language.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Looking for [[Weapons]]? Go the the weapons page [[Weapons|here]]. &lt;br /&gt;
&lt;br /&gt;
Looking for [[Armor]]? Go the armor page [[Armor|here]].&lt;br /&gt;
&lt;br /&gt;
Looking for traps, sensors, explosives and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.&lt;br /&gt;
&lt;br /&gt;
Looking for [[Space_Ships|Space Ships]] and all there [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start. &lt;br /&gt;
&lt;br /&gt;
Want to hurry up and play without having to pick out all your gear? Go the the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide &#039;&#039;&#039;starter kits&#039;&#039;&#039; for Characters.&lt;br /&gt;
&lt;br /&gt;
== Starter Packs == &lt;br /&gt;
&lt;br /&gt;
There are suggestions as to what Starter Packs to pick from based on either the [[Advanced Class]] a Player wants to be and/or the [[Professions]] they pick. Professions can also provide additional equipment on top of these packs. Feel free to add more items beyond these suggestions. Just make sure you do not spend more money. Consult the GM on what items are available at the start of the game.&lt;br /&gt;
&lt;br /&gt;
;Businessman’s Pack: - Briefcase, Secure Wallet, Clothing Outfit Business x3, Clothing Outfit Formal x1, Computation Device, Remote Communications, Urban Map (Of starting location)&lt;br /&gt;
&lt;br /&gt;
;Doctor&#039;s Pack: - Backpacks, Secure Wallet, Clothing Outfit Business x2, Uniform x1, Camera (Used to record patient visits), Computation Device, Remote Communications, First Aid Kit (2 uses), Medkit (10 uses), Urban Map (Of starting location), Medical Scanner, Healing Concoction x3 1d6 / x1 1d8,  Pill Capsules (10-Pack), Syringe (5-Pack), Neutrad x1.&lt;br /&gt;
&lt;br /&gt;
;Explorer&#039;s Pack: Large Range Pack, Clothing Outfit Clothing Outfit x3, Outerwear x3, Windbreaker, Remote Communications, Camera (small attachable to person), Search-and-Rescue Kit, Range Finding Binoculars, Directed Light Source, Emergency Light Source (5-Pack), Compass, Rural or Terran Map (Of local, or nearest, or character&#039;s desired detestation), Star Map (Of local sector), Rope, Rations(Tech 1) x2 (5 day pack), Purifier, Environment Scanner.&lt;br /&gt;
&lt;br /&gt;
;Official&#039;s Pack: Briefcase, Secure Wallet, Clothing Outfit Business x2, Formal x3, Casual x1, Computation Device, Remote Communications, Pill Capsules x3 (Crafted with Healing Concoction 1d6), Shepherd Chip (optional), Hologram Player/Recorder&lt;br /&gt;
&lt;br /&gt;
;Outlaw&#039;s Pack: Aluminium Travel Case (Small), Small Backpack, Clothing Outfit Casual x4, Remote Communications, Comms Interceptor, Pick between (Disguise Kit, Forgery Kit or Lock Picking Kit), Face Mask, Rations (Tech 1) (5 day pack), Pick between (Fake ID DC13, Lock Release Gun).&lt;br /&gt;
&lt;br /&gt;
;Settler&#039;s Pack: Aluminium Travel Case (Medium), Secure Wallet, Clothing Outfit Casual x3, Uniform x1, Windbreaker, Remote Communications, Pick one: (Demolitions Kit, Electrical Tool Kit, Evidence Kits, Mechanical Tool Kit, Pharmacist Kit), Pick one: (Rural Map, Star Map), Rations(Tech 1) (5 day pack), Multipurpose Tool.&lt;br /&gt;
&lt;br /&gt;
;Technician&#039;s Pack: Contractor&#039;s Field Bag, Secure Wallet, Clothing Outfit Casual x2, Uniform x2, Tool Belt, Computation Device, Remote Communications, Pick one: (Chemist Kit, Electrical Tool Kit, Mechanical Tool Kit), Directed Light Source, Environment Scanner, Duct Tape, Duracable.&lt;br /&gt;
&lt;br /&gt;
All Characters should also have at least one small [[Weapon]], and some simple [[Armor]].&lt;br /&gt;
&lt;br /&gt;
== Customization And Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Items can be updated either by improving the craftsmanship or by using the [[Gadgets|Gadget]] system (Under Construction). Below are the rules associated with &#039;&#039;&#039;Masterwork&#039;&#039;&#039; and &#039;&#039;&#039;Up Teching&#039;&#039;&#039; items.&lt;br /&gt;
&lt;br /&gt;
There are two forms of improvement. &lt;br /&gt;
# Have the item &#039;&#039;&#039;Masterworked&#039;&#039;&#039;/ This has to be done at the time that the item is first Crafted and it implies that the item is built using the best equipment, talent, and parts for its Tech level. This can provide the item with a single improvement.&lt;br /&gt;
# Improving an item&#039;s Tech Level IE: (&#039;&#039;&#039;Up Teching&#039;&#039;&#039;). However an item must first be Masterworked in order to improve its Tech Level.&lt;br /&gt;
&lt;br /&gt;
In order to upgrade an Item the Character must have a ranks in the Craft skill associated with the item. To Masterwork an item the cafter has to a craft Rank of 3. In order to upgrade an items Tech Level the Craft rank must be 3 + (Number of Tech Levels the item is being upgraded too). The Character must also have the same or higher Rank in Tech as the Tech Level the item is being upgraded too.&lt;br /&gt;
&lt;br /&gt;
Each improvement to an item causes the Procure Difficulty to increase by 1 and thus the base price to increase in associated with the Procure rules [[Wealth_and_Money#Procure_Difficulty|here]]. This allows for a single improvement per Tech Level advancement. An item can be upgraded to a higher level by a Character with the correct Crafting and Tech level skill Ranks. There may be exceptions too this rule in the items description. An item cannot go down a Tech Level only up. If the goal is too decrease the price then the Item cannot receive any attribute changes. If an item is moved from Tech Level 4 to 5 it is considered Legendary and cannot go any higher. Its price is also quadrupled. If an item Proc Diff is 5 or above it is considered Legendary as well and cannot easily be sold or bought.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
The Improvements can be to change the following aspects: Cost, Weight, Size or One of the Items bonus it provides. &lt;br /&gt;
&lt;br /&gt;
* Cost: If the goal is too adjust the cost this can only go down once. It reduces its cost be 1/2.&lt;br /&gt;
* Weight: This reduces the weight by 1/2 each time.&lt;br /&gt;
* Size: This can reduce the size increment down by one. This can only be done once.&lt;br /&gt;
* Item Bonus: Items have all sorts of bonuses and in many cases multi bonuses. Each item description will state what it is. Anything can be adjusted by 1/2 round up. If the item doesn&#039;t have a bonus only shows features then this item cannot be upgraded in this way. Some items do have &#039;default&#039; ways too upgrade them that may be described in the description of the category itself.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5704</id>
		<title>General Equipment</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=General_Equipment&amp;diff=5704"/>
		<updated>2017-07-26T07:03:34Z</updated>

		<summary type="html">&lt;p&gt;Server: /* Starter Packs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
This page covers the wide variety of general gear available to characters of all sorts. The items below are divided up into Categories roughly based on how the items can be crafted. Each Category is divided up by Tech Level with a Table to the right showing what Tech Level the item belongs too as well as Size, Weight and Cost. To the left of the Table is the description of each item shown in the order presented in the Table. &lt;br /&gt;
&lt;br /&gt;
The prices listed in the tables below are based on the cost of the item for that Tech Level/Time period. &lt;br /&gt;
&lt;br /&gt;
To many items? Do not want to read through all that? Then [[General_Equipment#Bundle_Packs|Bundle Packs]] may be the place to go. This is helpful especially when making a new Character and you need a set of gear quick.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the page is the [[General_Equipment#Customization_And_Upgrades|Customization and Upgrades]] section. Go there to learn how to customize and upgrade items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; Below you may sometimes see &#039;In-Game Bonus&#039; under an item description. This is to highlight how the item may be used in the game to provide advantages or bonuses. However this isn&#039;t the only possible use of the item as DM and Players are encouraged to be imaginative. However these should be the most common examples and should help the player decide if they want to get it.&lt;br /&gt;
&lt;br /&gt;
==Bags and Boxes==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. Being able to hold things is pretty basic when it comes to tech. This give the freedom of the crafter to &#039;&#039;&#039;Up Tech&#039;&#039;&#039; the items to improve upon them. Or add gadgets to make them.. float or teleport or have traps.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Bags and Boxes&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 10 lb. ||Med ||5 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 40 lb. ||Large ||10 lb. ||$190&lt;br /&gt;
|-&lt;br /&gt;
|Aluminium case 75 lb. ||Large ||15 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Briefcase ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
| Container || Med || 5 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
|Contractor&#039;s Field Bag ||Med ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Day Pack ||Small ||2 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Handbag ||Small ||1 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Standard ||Small ||2 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Range Pack: Oversized ||Med ||3 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Secure Wallet ||Small ||0.5 lb. ||$80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aluminium Travel Case&#039;&#039;&#039;: A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. It comes in multiple sizes but it has the same DC of 12 against &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks. It can be modified via &#039;&#039;&#039;Masterwork&#039;&#039;&#039; or &#039;&#039;&#039;Up Teching&#039;&#039;&#039; to improve the locking mechanism. A gadget can be added as part of a trap. The smallest size can hold up to 1 unit. Medium up to 2 Units and Large up to 3 units of space. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefcase&#039;&#039;&#039;: A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it&#039;s cheap lock is not very secure (Disable Device DC 10; break DC 10).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is the business persons suite of armor. They use it for everything. In todays digital world it is hard to imagine what could be so important to need a physical copy. Thus when seen it provides the holder with a certain authority they may not otherwise have. Under the wright circumstances this provides an advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; and/or &#039;&#039;&#039;Profession&#039;&#039;&#039; checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Container&#039;&#039;&#039;: This is a generic way to list common containers/boxes/storage units found in the game. They can be described with different locks and building materials that adjust the price and make it more difficult to use force (Strength check) or &#039;&#039;&#039;Disable Device&#039;&#039;&#039; checks to get inside. They come in many different sizes and shapes. Ranging from being able to hold 1 unit of space/weight and used as some small personal storage to as large as a shipping container able to hold 1+ million units of space. There construction can also very wildly. Better materials may make them able to resist a person forcefully getting into the container. While upgrades such as locks and traps and help prevent a sneakier person from also entering. The price noted here was for a 4 Unit sized container without a lock and made out of simple materials such as wood or plastic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contractor&#039;s Field Bag&#039;&#039;&#039;: A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. It has no pre-builtin lock. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This is used &#039;on-site&#039; by a lot of different kinds of contract work. Someone walking around with this it would be easy to assume that they belong there and know what they are talking about. An advantage bonus to &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backpacks&#039;&#039;&#039;: Backpacks come in different sizes much like Aluminium Travel cases. However they weight is actually added to the maximum weight of the carrier. By default they also do not have a lock however they can be modified to have one. The smallest is the sort sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. The medium sized it used for mostly the same thing except bigger. While the last is great for wilderness survival and long military exercises. The small backpack adds 8 pounds to the wearer, medium size adds 14 pounds, and the largest adds 24 pounds of additional caring capacity to the wearer. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Backpacks provided additional carrier capacity to the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handbag&#039;&#039;&#039;: Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Handbags provided additional carrier capacity to the wearer. It is also a way to hide small items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide a small item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Pack&#039;&#039;&#039;: This is a tactical backpack that comes in Medium and Large size. The medium size has a spacious inner compartment capable of holding roughly 10 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 18 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a sub-machine gun and the larger version can hold disassembled rifles.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Range Pack provided additional carrier capacity to the wearer. It is also a way to hide non-clunky/clumsy items. Provides a single advantage to &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks to hide non-clunky/clumsy weapons and ammo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Wallet&#039;&#039;&#039;: A small and simple wallet design that also has a locking component. The type and difficulty of the lock depends on the Tech Level. At level 0 it is DC12. It is designed to store personal identification information such as &#039;papers&#039; and &#039;id cards&#039; as well as financial tools like a credit card. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A Secure Wallet is usually a status symbol or used by paranoid people. This can be used as a &#039;prop&#039; to help pretend to be richer then one really is.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Structural|Structural]] All these items are considered Small Structural items. Many that some of the special rules concerning crafting a structure do not apply for these items.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All these items are considered Tech Level 0. They are items any industrialized civilization should be able to make. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;In-Game Bonus&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:*&#039;&#039;&#039;ALL&#039;&#039;&#039; these items can be associated with &#039;&#039;&#039;Disguise&#039;&#039;&#039; checks. If a player notes they think they have cloths to wear that will fit the situation and the GM agrees then the Player gets an advantage bonus when doing the Disguise check. &lt;br /&gt;
:*&#039;&#039;&#039;SOME&#039;&#039;&#039; clothes can also help with &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks. If the tailor (crafter) can masterwork &#039;&#039;&#039;Structural&#039;&#039;&#039; items then they can craft or modify existing cloths to conceal small weapons. In this case the cloths provides an advantage bonus to the &#039;&#039;&#039;Sleight of Hand&#039;&#039;&#039; checks when hiding or quick drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE&amp;lt;/u&amp;gt;&#039;&#039;&#039;: If you are looking for advanced wear that has things like stealth bonuses (IE: Clocking), healing properties and more then go to the [[Armor]] rules and review the Special Attributes &#039;&#039;&#039;Shirt&#039;&#039;&#039; under the [[Armor#Customization_Armor|customize]] section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Clothing&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Business ||Med ||3 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Casual ||Med ||2 lb. ||$80&lt;br /&gt;
|-&lt;br /&gt;
|Formal ||Med ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Fatigues ||Med ||3 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Uniform ||Med ||2 lb. ||$90&lt;br /&gt;
|-&lt;br /&gt;
|Ghillie suit ||Med ||5 lb. ||$125&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Jacket ||Med ||2 lb. ||$60&lt;br /&gt;
|-&lt;br /&gt;
|Outerwear Coat ||Med ||2 lb. ||$45&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||Med ||3 lb. ||$75&lt;br /&gt;
|-&lt;br /&gt;
|Photojournalist&#039;s Vest ||Med ||1 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tool belt ||Small ||2 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Windbreaker ||Med ||1 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Lab Coat || Med || 2 lb. || $80&lt;br /&gt;
|-&lt;br /&gt;
| Explorers Outfit || Med || 2 lb. || $120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Clothing Outfit&lt;br /&gt;
&lt;br /&gt;
An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders.&lt;br /&gt;
* &#039;&#039;&#039;Business&#039;&#039;&#039;: A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Casual&#039;&#039;&#039;: Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Formal&#039;&#039;&#039;: From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for “black tie” occasions. Special designer creations can have a cost much higher than shown on the table.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fatigues&#039;&#039;&#039;: They&#039;re rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colours and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant an Advantage bonus on Stealth checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uniform&#039;&#039;&#039;: From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms—making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghillie Suit&#039;&#039;&#039;: The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colours, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate colouration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear&#039;&#039;&#039;: In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue Jacket&#039;&#039;&#039;: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outerwear Coat&#039;&#039;&#039;: An outer garment worn on the upper body. Its length and style vary according to fashion and use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parka&#039;&#039;&#039;: This winter coat grants the wearer an Advantage equipment bonus on Constitution saves made to resist the effects of cold weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photojournalist&#039;s Vest&#039;&#039;&#039;: Made of cotton with mesh panels to keep the wearer cool, the photojournalist&#039;s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tool Belt&#039;&#039;&#039;: This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windbreaker&#039;&#039;&#039;: This is a lightweight jacket made of wind-resistant material.&lt;br /&gt;
&lt;br /&gt;
==Computers and Consumer Electronics==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]] &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Computers and Consumer Electronics&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
| Camera || Tiny ||1 lb. || $100&lt;br /&gt;
|-&lt;br /&gt;
| Computation Device|| Gagantic/Tiny || 5000 lb./0.0001 lb || $50 Million/$500&lt;br /&gt;
|-&lt;br /&gt;
| Image Replicator || Medium || 10 lbs. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Recorder || Small ||1 lb. || $200&lt;br /&gt;
|-&lt;br /&gt;
| Remote Communications || Small/Tiny || 1 lb/0.01 lb. || $1,000/300&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Camera, Digital ||Tiny ||0.5 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
| 3D Fabricator/Scanner || Large || 500 lbs. || ~$5,000&lt;br /&gt;
|-&lt;br /&gt;
| A.I Assistant Software || - || - || $1,000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hackcard || Dim || 0.01lbs. || $2,500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Conscience Backup Device || Large || 1,000 lbs. || $10 Million&lt;br /&gt;
|-&lt;br /&gt;
| Neural Link || Fine || - || $250,000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camera&#039;&#039;&#039;: A way to capture image and sound using some sort of technology such as film or digital. This is an found in most late 0 Tech civilizations usually within a few hundred or thousand years before becoming tech 1. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Each Tech level improves the quality, size, accessibility, and functionality of these devices. At Tech 0 this item provides a Misc +1 to Study. As long as it is used &#039;onsite&#039;. Each Tech level higher increases this Misc bonus by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Computation Device&#039;&#039;&#039;: Ranging from as large as a warehouse to as small as a few nanometers these machines are used to compute numbers and data in meaningful ways much much faster then nature intended. Used by rising civilizations to store there ever growing collection of information and process that information for the eager masses. These machines help propel a civilization into domination and, regardless of the biology of the species and how &#039;advanced&#039; there brains are over others, inevitably they become no match for what a Computer can do. Thus such a device is found in &#039;&#039;&#039;EVERY&#039;&#039;&#039; advanced civilization that has attempted to conquer the stairs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: A necessary component in [[Computer_Use#Crafting_Virus|crafting viruses]]. Tech 0 and Tech 1 provide no bonuses to the Computer Use skill. However Tech 2 provides a misc +1 bonus, and each tech level above it provides an additional +1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Image Replicator&#039;&#039;&#039;: Often referred to as a printer these devices usually contain an image scanner as well. They are very good at scanning and coping 2d imagines like the ones used in a Camera. They can be paired with a &#039;&#039;&#039;Remote Communications&#039;&#039;&#039; device to also have the ability to &#039;Fax&#039; or otherwise send images to other Image Replicator&#039;s or &#039;&#039;&#039;Computation Devices&#039;&#039;&#039;. Although fairly common product in Civilizations that also have Cameras this generally doesn&#039;t improve much on its own and its quality is usually depended on the quality of Cameras for that Tech Level.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: At tech level 3 and 4 these devices can be used to auto enhance images from older tech Cameras to provide Clues or Evidence they may not have been seen otherwise. When the Clue/Deviance is an image a Tech Level 3 provides a misc +1 to Study while Tech 4 provides +2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recorder&#039;&#039;&#039;: This device is similar to a Surveillance recording device except it is legal commercial grade. Usually only able to record much shorter but higher quality images and/or sound for personal use. Similar to a Camera except strictly for a stream of audio or video and not just a single still image. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remote Communications&#039;&#039;&#039;: Used to allow people to communication with audio and even sometimes video. Can be only for a few people or part of a planet/Solar/Galactic wide communications network. They also come in many different shapes and sizes and higher Tech levels can have them be paired with &#039;Computation Devices&#039; and &#039;Recorders&#039;. They range from a simple radio, to a satellite phone, or a Soft-Measure Quantum Entangled Communications Node. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be used to allow Players to talk to each other without being in the same room. A Tech 0 these items are large and range from backpacks to &#039;break&#039; phones. However ~0.9/Tech 1+ devices can be considered &#039;Tiny&#039; and can be hidden in the ear or somewhere on the person with a Sleight of Hand DC of 15. Only Tech of a higher Tech level can easily jam or intercept communications of machines from the lower Tech level. However with the right skill someone can jam the communications of the same or even higher Tech but the DC is 15 +10 for every Tech higher then the equipment being used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Dimensional Fabricator/Scanner&#039;&#039;&#039;: Used to scan in 3 Dimensional devices and print out copies of them. At Tech level 1 these devices can only replicate the outside appearance unless the Fabricator has &#039;blue prints&#039;. Higher Tech levels the scanner can attempt to replicate both the outside and inside of whatever it is given. However they can only work on devices of there same Tech Level or lower. They can also repair devices. A Fabricator/Scanner is bought specific for each type of crafting with prices differing for each type and there size. &lt;br /&gt;
:: Listed prices are based on crafting small sized items at Tech 1. Each size or tech increase simply stack the starting price on it again.&lt;br /&gt;
:: [[-_Chemical|Chemical]]: $5,000&lt;br /&gt;
:: [[-_Electronic|Electronic]]: $2,500&lt;br /&gt;
:: [[-_Mechanical|Mechanical]]: $2,000&lt;br /&gt;
:: [[-_Pharmaceutical|Pharmaceutical]]: $7,500&lt;br /&gt;
:: [[-_Structural|Structural]]: $1,500&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Used to reduce manufacturing time for crafting by 50% and allow the crafter to not have to work. Simply inform the Fabricator what you wish to craft and go about your business. The Player rules a D20. If they roll a natural 1 the Fabricator fails to make the product and you loose 50% of building material. Any other number is considered a Natural 20. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I Assistant Software&#039;&#039;&#039;: Usable only on Tech 1+ Computation Devices. This system is usually used to help serve a single person allowing for there life to be easier and/or more efficient. This software can help them preform Computer Work. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Computer Use Misc. +1 for every Tech Level starting at 1. However this only works when using the Players own personal Computer. (Except if they have a Neural Link either as a Tech 4 item or as a Cyborg Implant.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hackcard&#039;&#039;&#039;: A marvel of computer technology, the hackcard is a disposable, one-use item designed to allow those who are not computer savvy to bypass technological and computer barriers or perform computer-related tasks. Hackcards come in many different shapes and sizes and can be easily hidden on a person. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When a character uses a hackcard for its designated purpose, the hackcard’s Computer Use bonus (+15) is used in the place of the character’s. After a single use, the card triggers small fibers of combustible material and the hackcard self-destructs, leaving behind no trace of tampering. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conscience Backup Device&#039;&#039;&#039;: This system can be used while a person sleeps to probe there mind to backup there thoughts and experiences as well as any chemical or physical changes to the persons brain. These changes or stored in special quantum memory which keeps a 99.99% accurate account of the persons biological state. If they should die they can be &#039;resurrected&#039; with the memories of there life all the way up until the last time they synced. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You may need to read up on [[Health_and_Injury#Death_2|Death]] to learn more. This system cannot along rebuild a new body. A Tech 4 3D Biological Fabricator can be paired with this system however to become a Personal Resurrection/backup system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Link&#039;&#039;&#039;: The most advanced form of computer interface in the Energy Age, the neural computer link creates a direct connection between the brain and a computer system. The neural computer link eliminates the need for a physical interface. Instead, the user simply “thinks” commands to the computer. Output from the computer is sent straight to the user’s brain, tapping into the visualization centers to project images and displays directly into the user’s mind, eliminating the need for any sort of display device. In all other ways, the neural computer link allows the user to access the computer as if used conventionally. The neural computer link connects to a computer system via a network jack built into the base of the skull.&lt;br /&gt;
&lt;br /&gt;
One advantage this gives a character is that information may be downloaded directly into the brain. The character’s own mind becomes a hard drive for basic information, granting the character direct knowledge of a particular subject almost instantaneously. They can instantaneously experience other people&#039;s thoughts, memories, emotions if they two have a Neural Link and are near to each other. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Reduce the time required for Computer Use and Study checks to free actions. This applies only when the user is connected to a specific computer used for the Computer Use or Study check. As long as the player is wearing a Neural Link they gain advantage to Computer Use and Study checks. If they are attempting to use Charisma based skills with another person who has a Neural Link they also gain Advantage on all those checks. This is a Tech 4 version but there is a Tech 3 version that requires direct implant and is thus is considered part of [[Cybernetics]].&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials and Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+ Crafting Materials and Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Crafting Materials ||1 Unit ||100 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Electronic Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Crafting Materials ||1 Unit||100 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Structural Crafting Materials ||1 Unit||100 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Chemical Crafting Materials ||1 Unit||100 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Electronic Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Mechanical Crafting Materials ||1 Unit||100 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Pharmaceutical Crafting Materials ||1 Unit||100 lb. ||$1500&lt;br /&gt;
|-&lt;br /&gt;
|Adv. Structural Crafting Materials ||1 Unit||100 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: N/A &lt;br /&gt;
&lt;br /&gt;
These items are used for crafting and repairing. Rules for crafting can be found on the [[craft]] page. Repairing only requires 1/10th the cost of the item in materials. If the item costs $100 then it takes $10 worth of crafting materials. Crafting an item takes 1/3rd the cost of the item in crafting materials. To make a masterworked item it takes the advanced version of the materials. &lt;br /&gt;
&lt;br /&gt;
You do not need to buy the exact amount of materials as priced out in the table to the right. Those are just there to show how much weight and space it would take up if you owned that much of a particular material. The size is shown in &#039;units&#039; which is a measurement explained in the [[Space_Ships|Space Ships]] page. But one unit is roughly 1x1x1ft and roughly 100 lbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making chemical compounds. Usually solvents, poisons, and bombs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronic Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually these things are computers, special microchips, electronic weapon accessories. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually machine components for weapons or robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually drugs or healing items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structural Crafting Materials&#039;&#039;&#039;: These are common crafting materials for making Electronics. Usually buildings or space ships. But can also be armor and even simple items like clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Chemical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Electronic Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Mechanical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Advanced Pharmaceutical Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advanced Structural Crafting Materials&#039;&#039;&#039;: These are more advanced building materials used for constructing masterworked items.&lt;br /&gt;
&lt;br /&gt;
==Surveillance Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Most of these items can be found across Tech Levels with a few exceptions which will be noted in there descriptions. Most items improve by &#039;&#039;&#039;Up Teching&#039;&#039;&#039;. Each Up Teching doubles the price.&lt;br /&gt;
&lt;br /&gt;
Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer&#039;s job. And so is keeping people of your trail. This is a collection of tools used to both spy and avoid being spied upon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Surveillance Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Pro Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars ||Tiny ||1 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Comms Interceptor ||Small ||1 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Comms Trackers ||Tiny ||0.5 lb. ||$1500 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Electronics Detector ||Tiny ||1 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Long range audio recorder ||Medium ||5 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Micro-Recorder ||Dim ||0.1 lb. ||$600 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Signal Jammer ||Small ||2 lb. ||$2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
|Tap ||Tiny ||0.5 lb. ||$1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Tracker Bot ||Med ||25 lb. ||$10,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Binoculars&#039;&#039;&#039;: A commonly used device found everywhere for multiple purposes. This allows one to see much further away then normal. It is assumed that higher tech levels allow for things such as Night Vision, Thermal Vision, high quality zoom (+1 to In-Game Bonus) and so on are easily available for x3 the price. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception when using this item to see things that are more then 100ft but less then 1000ft away starting at Tech Level 0. Each Tech Level higher provides an additional +1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached to a &#039;&#039;&#039;communications&#039;&#039;&#039; device as small as a cell phone or as big as a comms array on a ship. This can be used to listen in on other peoples communications as long as they are not encrypted. Encrypted communications will require seperate Computer Use check to [[Computer_Use#Encrypt.2FDecrypt_Message|Decrypt]] the message. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Computer Use or Perception checks that are used to attempt to listen in on someones electronic wireless communications. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Trackers&#039;&#039;&#039;: An attachment or &#039;&#039;&#039;Gadget&#039;&#039;&#039; that can be attached like the &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It can track the location of a remote transmission. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to a [[Survival]] Follow Tracks check when using this item to track down the source of a signal. +1 for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electronics Detector&#039;&#039;&#039;: (Requires Tech 1) Used to find technology, especially ones that emit signals. This is commonly used to find spy equipment. It can only find things of the same Tech level or Lower. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +3 Misc bonus to Perception checks when using this item to find electronics in a 30ft by 30ft space. +1 bonus for each &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done starting at Tech 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long range audio recorder&#039;&#039;&#039;: Normally a Parabolic Microphone in most Tech 0 and 1 civilizations. This device is used to here noises in extreme detail from a targeted location even at extreme distances. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides a +2 Misc bonus to Perception checks when using this item to listen in on a small group of people standing within a 10ft square up to 500ft away. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Micro-Recorder&#039;&#039;&#039;: An extremely hard to find device that can record or even transmit audio and/or video. The receiver usually has to be close by (distance based on Tech Level) or they have to come in and pick up the device. The DC for detecting the device is 14 + 2 for ever Tech Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Signal Jammer&#039;&#039;&#039;: Does exactly what it sounds like. This can temporarily disable remote communications from devices from spy systems to normal communication devices. This can only jam signals from the same Tech level or lower. It can only protect a radius of 30ft. The counter jamming tech can be used to attempt to get around it but only after the 1d4 turns or 3 * 1d4 seconds.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Tap&#039;&#039;&#039;: A common device used to &#039;tap&#039; into hard wired communication and security systems. This can be used both to spy on people and to gain a &#039;backdoor&#039; into computer systems. The tap into hard wire communications can allow the players to remotely listen in on conversations. In Tech 1 or higher levels they can even effect the comms by cutting the signal or by joining in on the conversation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: When used to help gain access to computer systems this provides the remote hacker with +1 misc bonus to all Computer Use checks except for crafting viruses. +1 for every &#039;&#039;&#039;Up Tech&#039;&#039;&#039; done.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tracker Bot&#039;&#039;&#039;: (Requires Tech 2) This moderately stealthy robot can attempt to &#039;&#039;&#039;trail&#039;&#039;&#039; a target while attempting to stay hidden. It has built in short and long range audio and video recorders. And can be outfitted with a &#039;&#039;&#039;Comms Tracker&#039;&#039;&#039;, &#039;&#039;&#039;Comms Interceptor&#039;&#039;&#039;. It is used to help spy on multiple people at once and learn about them. It has an encrypted data drive by default and it a trough device to crack. Stealth roll is automatically 15. Decrypt data drive DC is 25. Its Perception and Study checks are auto 15. +2 to all attributes for each Tech Level above Tech 2.&lt;br /&gt;
&lt;br /&gt;
== Profession Kits ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Note about Tech Level&amp;lt;/u&amp;gt;&#039;&#039;&#039;: All crafting kits are considered &#039;&#039;&#039;Tech Neutral&#039;&#039;&#039;. This means that they cannot be &#039;&#039;&#039;Up Teched&#039;&#039;&#039; only Masterworked. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTES&amp;lt;/u&amp;gt;&#039;&#039;&#039;: &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Uses&#039;&#039;&#039;. A normal Kit has 20 uses while a Masterworked Kit only has 10 uses. This is default. &lt;br /&gt;
:* Regarding &#039;&#039;&#039;Masterworked/Advance&#039;&#039;&#039;: Advance Kits are Masterworked Kits and Masterworked Kits are Advance Kits. In the game if is mentioned one or the other they can be used interchangeably. A Kit can only be either Normal or Advanced. It can only have a Max of 20 uses or a Max of 10 uses. (Exceptions can be made for super advanced specialty kits provided by the GM)&lt;br /&gt;
&lt;br /&gt;
This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Normally a Kit is used in association with a certain Skill Check and is usually required. In some cases a Kit (especially a masterworked Kit) provides a advantage when preforming a particular check. Kits also have &#039;&#039;&#039;uses&#039;&#039;&#039;. The prices shown in the table below are for normal kits, the cost is &#039;&#039;&#039;3x&#039;&#039;&#039; as much for Masterworked Kits. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Professional Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost/Procure Diff.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Chemists Kit || Med || 5 lb. || $250&lt;br /&gt;
|-&lt;br /&gt;
| Disguise kit, morphic || Tiny || 1 lb. || 12&lt;br /&gt;
|-&lt;br /&gt;
| Demolitions Kit ||Med ||5 lb. ||$200&lt;br /&gt;
|-&lt;br /&gt;
| Electrical Tool Kit ||Huge ||33 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Evidence Kit ||Med ||8 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| First Aid Kit || Small || 1 lb. || $50&lt;br /&gt;
|-&lt;br /&gt;
| Forgery Kit ||Small ||3 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Lock Picking Kit|| Small || 5 lbs. || $300/1&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Tool Kit ||Huge ||45 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
| Medkit || Small || 3 lb. || $2500&lt;br /&gt;
|-&lt;br /&gt;
| Pharmacist Kit ||Med ||6 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
| Search-and-Rescue Kit ||Med ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
| Surgery Kit ||Med ||5 lb. || $1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemist Kit&#039;&#039;&#039;: This kit negates the disadvantage penalty with attempting to Craft a Chemical. The Master-worked version provides an Advantage bonus to Crafting Chemicals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise Kit, Morphic&#039;&#039;&#039;: Most people forced to work undercover for extended periods rely on the morphic disguise kit. The kit features a pair of contact lenses that change color, a hair prosthetic that changes color, length, and texture, a paint-on LCD injector for instant tattoos that transform, and a vocal encoder (vocoder) that is attached to the throat to alter the user’s voice. Each component can be altered on command. The morphic disguise kit grants a double Advantage equipment bonus on all Disguise checks while in use. Tech 3 and above only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demolitions Kit&#039;&#039;&#039;: This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This also provides an Advantage circumstance bonus on Craft (Chemicals) with those chemicals are explosives with include weapons such as grenades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electrical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This effects Craft (electronic) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evidence Kits&#039;&#039;&#039;: Law enforcement agencies around the world use generally the same tools to gather evidence. This provides an Advantage circumstance bonus on Knowledge,Perception, and Study checks under appropriate circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; First Aid Kit&#039;&#039;&#039;: This Kit is used to help stabilize a Character when down and to give an Advantage bonus to Treat Injury skill. With an automatic +1 health point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgery Kit&#039;&#039;&#039;: This kit contains everything needed to use the Language skill to prepare forged items. This provides an Advantage bonus when using Language skill to create Forgeries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Picking Kit&#039;&#039;&#039;: This kit contains everything needed to disable mechanical locks. This is used when preforming a Disable Device skill check to unlock a mechanical lock. A Masterworked Kit will provided an Advantage Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Tool Kit&#039;&#039;&#039;: This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It effects Craft (mechanical) or Craft (structural) checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medkit&#039;&#039;&#039;: The advanced medkit functions as a combined first aid kit, medical kit, and surgery kit. It also grants its user an Advantage equipment bonus on all Treat Injury checks. And a + 1d6 health.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pharmacist Kit&#039;&#039;&#039;: A portable pharmacy provides all the necessary materials and equipment to Craft (pharmaceutical) items. This effects the Craft (Pharmaceutical) skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Search-and-Rescue Kit&#039;&#039;&#039;:  This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight “space” blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides an Advantage circumstance bonus on Survival skill checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery Kit&#039;&#039;&#039;: About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides an Advantage  circumstance bonus on the Treat Injury skill&#039;s Stabilize and Surgery.&lt;br /&gt;
&lt;br /&gt;
==Survival Gear==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Mechanical|Mechanical]]&lt;br /&gt;
&lt;br /&gt;
Survival gear helps characters keep themselves alive in the great outdoors.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Survival Gear&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
|Compass ||Small ||1 lb. ||$50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Directed Light Source ||Small ||3 lb. ||$25 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Face Mask || Small ||3 lb. ||$250 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Portable Stove ||Medium ||10 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Range Finding Binoculars ||Small ||2 lb. ||$300 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rations (5 day pack) || Medium ||10 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rope (25ft) || Small ||4 lb. ||$100 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Rural Map || Dim || 0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Terran Map ||Dim ||0.1 lb. ||$15 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Towel ||Tiny ||1 lb. ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Urban Map || Dim ||0.1 lb. ||$10 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
|Binoculars: Electro-Optical ||Small ||4 lb. ||$400&lt;br /&gt;
|-&lt;br /&gt;
| Emergency Light Source (5 pack) || Tiny || 2 lb. || $30 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Hazard Suits || Large ||15 lb. ||$1,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Planetary Satellite Navigation || Tiny || 1 lb. || $225 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Navigation Device || Small || 2 lb. || $350 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Aquaconverter || Medium || 6 lb. || $1,200 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Star Map || Fine || - || $100 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Gravimetric Positioning Device || Medium || 10 lb. || $1,500 / 0 &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environmental Recreation Personal Shield || Small || 1 lb. || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Finding Binoculars&#039;&#039;&#039;: Unlike the Surveillance binoculars these are used for game hunting, surveying and survivalist and cannot be upgraded with features like night vision. There main purpose is to be able to see detail from afar and be able to inform the user the exact distance of the target being viewed. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can provide a +1 to Perception from anything that is 100ft to 10,000ft away. Each Tech Level higher then 0 also provides an additional +1 to Perception. This can be used to provide spotting help to a fellow Character to improve there aim. Roll for an assist check with a DC of the targets Touch AC. If successful provide a +1 for every Tech Level starting at zero to the player&#039;s accuracy check. This can only be used along side another player. In otherwords the Player cannot both spot and shot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Directed Light Source&#039;&#039;&#039;: This simple tool usually a flash light but can also be a lantern or other such device illuminates a path. A tech -1 this is usually some sort of torch. At Tech 0 it can be anything from a candle list lantern to a simple electronic light bulb. Each tech level provides more light and for longer. Starting at Tech Level 1 the light source can also flash or change colors to signal for help or show distress.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Starting at tech level -1 the light source provides light for 15ft radius or 25ft directed and can last for an hour. Each Tech Level higher provides an additional 10ft and can last for 5 hours longer. With Tech Level 4 being 65ft radius or 90ft directed and last infinity. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Light Source&#039;&#039;&#039;: Usually some sort of chemical burning light source that only lasts for a short while and once used cannot be reused. They are cheaper and smaller then a Directed Light Source. However they all can be used as a way to signal for help and can be easily carried on someones person. Otherwise they are the same and provide the same bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compass&#039;&#039;&#039;: A device that only works on celestial bodies that have a magnetosphere. Useless else where. Although some Tech -1 civilizations have such devices usually it is one of the many marks of the transition period into Tech Level 0. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when lost or navigating on a celestial body that has a magnetosphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric Positioning Device&#039;&#039;&#039;: Used to find your way through a Solar System this can be attached to a ship or sense it is so small attached to a spacesuit. This doesn&#039;t just help find your way through a Solar System but can be useful on certain small planets or moons where gravity is very weak and minor changes in rock or terrain can have such a noticeable and unique effect to gravity that this device would be able to tell (if provided with a gravimetric mapping) exactly where one is. This device can also be used to detect and Track gravimetric phenomenon and/or disturbances.s&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +2 Misc to Survival checks when navigating a Solar System or a very small planet (dwarf planet) or moon as well as Avoiding Hazards if the Hazard is gravity related and tracking down gravimetric disturbances. +1 for every Tech Level above 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stellar Navigation Device&#039;&#039;&#039;: One of the most common and widely used systems to navigate by. Using the very stars themselves. Each sector of space needs to download the latest stellar map updates. Once you have an updated database of stars this device can tell you exactly where you on in the galaxy wither in space or on a planet as long as the stars are visible. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating where the stars are visible. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planetary Satellite Navigation&#039;&#039;&#039;: Only usable on planets or moons that have been colonized by Tech Level 0.9/1+ civilizations. This is usually something like GPS or another similar technology that uses artificial planet wide satellites to send signals down to the surface informing the device of its exact position in space time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating on colonized planets. +1 for every Tech Level above 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urban Map&#039;&#039;&#039;: A map of the local city. This can provide all sorts of cultural information besides just where you are located.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses. This map can also provide social and cultural information. +2 Misc to Culture and Current Events Knowledge checks while in this city area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rural Map&#039;&#039;&#039;: A larger less detailed map that helps show points of interest and explain where one is when not near a city. Most planets will require multiple maps in order to cover the whole thing. Visiting points of interest can also provide additional bonuses to Knowledge checks.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating the city the map is for. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terran Map&#039;&#039;&#039;: Sometimes refereed to as a Tactical Map or an elevation map. These maps show details about the Terran of an area. Shows what kind of climate and environment and also points to sources of water or other substances of interest. A lot of these maps can also provide helpful Survival hints like local wildlife that should be avoided or sought after. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to Survival checks when navigating and +2 Misc Wilderness Survival checks. No additional &#039;&#039;&#039;Up Tech&#039;&#039;&#039; or masterworked bonuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Star Map&#039;&#039;&#039;: These maps are specific to Local Clusters usually. And add extra details about shipping lanes, jump gate locations, government boarders, crime stats, solar activity, phenomenon and hazards. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: Provides +1 Misc to all Survival checks when navigating this local group using a Space Ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Face Mask&#039;&#039;&#039;: Designed for protection against harmful elements. Can take attachments such as Oxygen or other chemical tanks to allow for breathing in harsh environmental conditions. Attachments all cost about the same as they are all common. There cost is usually $1,000 for the tank and $100 for refills. The tanks hold 1 hour per Tech Level starting at level 0. The Face Mask itself can protect from air based Poisons. However they do not protect against Chemical based attacks. Most Species require more then just a Face Mask in order to go into Space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hazard Suits&#039;&#039;&#039;: Technically not armor this suit can be worn over any non-heavy or non-clumsy Armor. It does provide 10DR against Chemical based attacks and gives advantage against Poison attacks. However every time the wearer is attacked the Armor looses 1 DR of its protection. Once all 10 DR is gone the Suit is damaged beyond usability and it also looses its Poison defense. It can be repaired however. One can also combine this with a Face Mask and even Tank. However this is not a Space suit and will not protect the wearer against the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Recreation Personal Shield&#039;&#039;&#039;: Designed to wrap around a person and cling closely to there skin. This protects against common external environmental hazards. Extreme Heat, Cold, Chemicals in the air and extreme Gravity. Although this also doesn&#039;t work as a Space Suit this does allow a person to walk around in hazardish environments without taking negatives. If the Players have to roll to check if they take damage or get effects for being exposed to the elements the wearer of this gets x2 Advantage and if they fail they only take 1/2 round up if that is possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rope&#039;&#039;&#039;: An extremely common and useful tool everyone should have. Rope price and weight is measured in 25ft increments with $50 per 25ft. Higher Tech levels provide additional strength while reducing the weight by 1/2 every level. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Towel&#039;&#039;&#039;: An extremely understated and useful invention. It has many many different uses ranging from comfort to emergency rope or source of nutrients. You can wrap it around you for warmth, or use it as a pillow while staring at the night sky. You can use it as an impromptu sail. Wet it so that it is strong enough to bend bars or to be used as a non-lethal weapon. It can cover your mouth to help filter out chemicals or poisons in the air. The towel can be used to signal someone for help. To soak up and store water. Or you can wrap it to make a sack and use it as a backpack. Or if all else you can use it to dry yourself off if it&#039;s clean enough.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: You might as well be cheating if you have a towel. Ask your GameMaster if a towel is right for your game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rations&#039;&#039;&#039;: Small simple caring case for food. Tech -1 civilizations had little in a way to preserve food so starting at Tech 0 civilizations created basic things like canned or dried foods. Starting at Tech 1 Rations became healthier and smaller. At Tech 4 it comes as small as pill that needs only be taken once a day. Each Tech Level starting at 1 the price of the Rations and the weight goes down by 1/2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Portable Stove&#039;&#039;&#039;: This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. More advanced Tech Levels the heat can come from other sources of energy and can last longer. If the players are attempting to hid out the DC for Tech Level 0 is 20 to stealth the camp when also attempting to use Portable Stove. (Using a normal camp fire it is DC30.) Each Tech Level higher the DC is reduced by 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purifier&#039;&#039;&#039;: This can be used to Purify water or other essential liquids. A Chemistry or Pharmaceutical Kit can be used to help clean water to make it drinkable with a DC of 15. but the Purifier does it for the Player with automatic success unless the water has been Poisoned or its heavily concentrated with Chemicals. In which case it will simply warn the Players and they will have to identify the Poison and or Chemical to remove it. Review the Skill rules for more information on Identify. A Tech Level 4 Purifier can Purify anything out of water ill-regardless of Poisons or Chemical concentrations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquaconverter&#039;&#039;&#039;: Also known as “mechanical gills,” the aquaconverter is a simple device that takes in water, separates its molecules into hydrogen and oxygen atoms, and then feeds the oxygen into a breather tube and the hydrogen into power-generating mechanisms. Worn as a backpack with a breather tube placed in the mouth as a Tech Level 2 item. However Tech Level 3 allows the item to not be clumsy with 1/4 the weight. And Tech Level 4 allows the item to be considered a &#039;&#039;&#039;Face Mask&#039;&#039;&#039; without the need for a Tank and it weights 1/4th the weight of the Tech 3 version.&lt;br /&gt;
&lt;br /&gt;
== Scanners == &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Electronic|Electronic]]&lt;br /&gt;
&lt;br /&gt;
This is equipment used to detect and test for the presence  of some material or materials.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Sensor Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Environment Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Medical Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Robotics Scanner || Small || 1 lb. || $1500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Security Scanner || Small || 1 lb. || $10,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Tricorde || Tiny || 0.5 lb. || $250,000 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment Scanner&#039;&#039;&#039;: This advanced scanner, usually warn as a satchel or more advanced version simply hand held, can detect most natural elements in an environment. It is good at pointing out patterns and finding things that appear out of the ordinary that might not be so easily detectable with the naked eye. This also is good at identifying a target. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to Perception while in use. +1 for each Tech Level higher then 2. This also provides a +1 to the Analyze Clue and Researching checks from the [[Study]] skill. An additional +1 for each Tech Level above 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Scanner&#039;&#039;&#039;: This scanner is used to detect anomalies and diagnose problems in biological life forms. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Treat Injury checks accept restoring hit points. +1 for each Tech Level higher then 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics Scanner&#039;&#039;&#039;: This is used to help diagnose problems with robotic equipment. Similar in nature to a Medical Scanner but instead for the use of robotic repairs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Craft Electronic/Mechanical repair checks on robots. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Scanner&#039;&#039;&#039;: A tool used to sniff out spy surveillance and spy equipment of most any kind. Highly sought after in the intelligence community. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This provides a +1 to all Perception checks when looking for electronics in particular. +1 for each level above Tech Level 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricorder&#039;&#039;&#039;: (Requires Tech Level 4) This advanced hand held device does the work of an Environment Scanner, Medical Scanner, Robotics Scanner and a Security Scanner. It can be programed as well and imprinted with scans it has scanned before so it can more easily detect them again in the future. This is the most sought after device for adventures.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039; Provides a +2 to all the same things all the other Scanners provide.&lt;br /&gt;
&lt;br /&gt;
== Poisons ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Chemical|Chemical]]&lt;br /&gt;
&lt;br /&gt;
Although a little different then normal this shows the price of purchase as well as crafting information all within the table itself.&lt;br /&gt;
&lt;br /&gt;
;Type: This is either &#039;&#039;&#039;Ingested&#039;&#039;&#039;, &#039;&#039;&#039;Injury&#039;&#039;&#039;, or &#039;&#039;&#039;Inhaled&#039;&#039;&#039;. &lt;br /&gt;
:* &#039;&#039;&#039;Ingested&#039;&#039;&#039; : This means the player will have to find a way to make the target eat or otherwise consume the poison.&lt;br /&gt;
:* &#039;&#039;&#039;Injury&#039;&#039;&#039; : This means that player needs to wound the target and have the poison meet contact with the wound. Usually this is done by coating a melee weapon or a kinetic charge such as a bullet with the poison. Poisons degrade once they get into contact with the air so each hour the weapon or bullets will have to be re-coated. &lt;br /&gt;
&lt;br /&gt;
;Save DC: The Difficulty Class of the Constitution save to negate the effects of the poison. This is rolled by the victim of the poisons. &lt;br /&gt;
&lt;br /&gt;
;Initial Damage: The damage a character takes immediately upon failing his or her Constitution save. &lt;br /&gt;
&lt;br /&gt;
;Secondary Damage: This is damage or other effects taken in intervals explained in the &#039;Time&#039; column. Sometimes the secondary effect will say (Instant) This implies that the effect happens along side the Initial Damage. &lt;br /&gt;
&lt;br /&gt;
;Time: This is usually simply &#039;xdX Turns&#039;. However it may also imply that each &#039;Turn&#039; is actually &#039;X an Hour&#039; meaning that the effect happens over hours instead of turns in combat. They may also be a &#039;Lingers&#039; effect which means the poison stays in that spot and can effect anyone entering the area. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Poisons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Poison&lt;br /&gt;
! Type&lt;br /&gt;
! Save DC&lt;br /&gt;
! Initial Damage&lt;br /&gt;
! Secondary Damage&lt;br /&gt;
! Time&lt;br /&gt;
! Cost /&amp;lt;br /&amp;gt;Procure Diff&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Arsenic||Ingested||15||2 Str||2 Con || 1d6 Turns / 1 an Hour|| $750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Atropine||Injury||13||3 Dex||1 Str || 1d8 Turns || $200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Belladonna (plant)||Injury||18||3 Str||1 Str ||1d6 Turns ||$2000 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Blue vitriol||Injury||12||1 Con||1 Con ||1d6 Turns || $1200 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Chloral hydrate||Ingested||18||3 Dex||Unconsciousness(Instant) 1d3 hours || n/a ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||— || n/a ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Curare (plant)||Injury||18||4 Dex||2 Wis (Instant) || n/a || $7,500 / +2 &lt;br /&gt;
|-&lt;br /&gt;
|Cyanide||Injury||16||1 Con||2 Con || 1d4 Turns || $7,500 / +3&lt;br /&gt;
|-&lt;br /&gt;
|Cyanogen||Inhaled||19||1 Dex||1 Con ||1d6 Turns ||$1000 / +2&lt;br /&gt;
|-&lt;br /&gt;
|DDT||Inhaled||17||1 Str||1 Str ||1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Mustard gas||Inhaled||17||1 Con||2 Con || 1d4 Turns ||$1000 / +2.&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (gas)||Inhaled||14||1 Con||1 Con || 1d6 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Paris green (solid)||Ingested||14||2 Con||1 Con || 1d8 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Puffer poison (fish)||Injury||13||3 Str||Paralysis 2d4 Turns || n/a ||$2750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Sarin nerve gas||Inhaled||18||1 Con||2 Con || 1d12 Turns / 1 an Hour || $7,500 / +3 &lt;br /&gt;
|-&lt;br /&gt;
| Insect Venom||Injury||11||2 Str|| - ||n/a ||$1000 / +1 &lt;br /&gt;
|-&lt;br /&gt;
|Strychnine||Injury||19||2 Dex||1 Con ||1d4 Turns ||$1750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas||Inhaled||15||Nauseated 1d6 rounds||— || (Lingers 1d4) 1d4 Turns ||$750 / +2&lt;br /&gt;
|-&lt;br /&gt;
|VX nerve gas||Inhaled||22||2 Con||3 Con || (Lingers 1d6) 1d4 Turns  || $25,000 / +4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Medical Items ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: [[-_Pharmaceutical|Pharmaceutical]]&lt;br /&gt;
&lt;br /&gt;
This is Medical equipment and Medical chemicals. More about Pharmaceuticals and what they can do [[-_Pharmaceutical|here]]. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Chemical and Medical Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Healing Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Immunity Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
| Pill Capsules (10-Pack) || Fine || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Syringe (5-Pack) || Diminutive || - || $1&lt;br /&gt;
|-&lt;br /&gt;
| Spray Bottle || Tiny || - || $15&lt;br /&gt;
|-&lt;br /&gt;
| Spray Grenade || Small || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Restorative Concoction || - || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Neutrad || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Sporekill || Diminutive || - || $250&lt;br /&gt;
|-&lt;br /&gt;
| Regenerative Concoction || - || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket-X || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Antitox || Diminutive || - || $1000&lt;br /&gt;
|-&lt;br /&gt;
| Biocort || Diminutive || - || $500&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Truthtell || Diminutive || - || $2500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Concoction&#039;&#039;&#039;: This is a concoction created using the Pharmaceutical crafting skill. This provides health back to the person that takes the substance. The substance has to be taken through some means of introduction to the body. These are &#039;&#039;&#039;Pill Capsules&#039;&#039;&#039;, &#039;&#039;&#039;Syringe&#039;&#039;&#039;, &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;, or &#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;. Each has there own delivery method. &lt;br /&gt;
&lt;br /&gt;
Healing Concoction can heal for d6, d8, d10 or d12 dice which is determined by the Tech. The number of dice is determined by the Craft Rank. You can only craft healing concoctions as high as your current Tech Level. Tech 1 and 2 requires Rank 2, Tech 3 requires Craft Rank 3 and Tech 4 requires +2 Craft Rank 4. &lt;br /&gt;
&lt;br /&gt;
Each time a dice is added the price of the Healing Concoction increases by $500 and each Tech Level increases by another $500 per die. So a 4d10 Healing Concoction would cost $6,000 and require Tech Level 3 and Crafting Pharmaceutical skill Rank of 5. &lt;br /&gt;
&lt;br /&gt;
As the Tech level increases so does the difficulty in finding places that have that high level stuff. Finding a Xd12 Healing Concoction should be extremely difficulty and rare. &lt;br /&gt;
&lt;br /&gt;
Below is a Table that shows the  Die Level, Number of Dice, Craft Rank, Price, and Procure Difficulty.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: 10px; text-algin:center;&amp;quot;&lt;br /&gt;
|+ Healing Concoction Overview&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;, rowspan=&amp;quot;2&amp;quot; | Dice =&amp;gt; &amp;lt;br /&amp;gt; v=# of Dice=v&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd6 ($500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd8 ($1,000)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd10 ($1,500)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Xd12 ($2,000)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 1 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 2 / Rank +0&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 3 / Rank +1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tech 4 / Rank +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 1dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d6 /&amp;lt;br &amp;gt; $500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d8 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d10 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 1d12 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 2dX &amp;lt;br /&amp;gt; Craft Rank 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d6 /&amp;lt;br &amp;gt; $1,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d8 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d10 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 2d12 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 3dX &amp;lt;br /&amp;gt; Craft Rank 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d6 /&amp;lt;br &amp;gt; $1,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d8 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d10 /&amp;lt;br &amp;gt; $4,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 3d12 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 4dX &amp;lt;br /&amp;gt; Craft Rank 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d6 /&amp;lt;br &amp;gt; $2,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d8 /&amp;lt;br &amp;gt; $4,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d10 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 4d12 /&amp;lt;br &amp;gt; $8,000&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 5dX &amp;lt;br /&amp;gt; Craft Rank 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d6 /&amp;lt;br &amp;gt; $2,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d8 /&amp;lt;br &amp;gt; $5,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d10 /&amp;lt;br &amp;gt; $7,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 5d12 /&amp;lt;br &amp;gt; $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 6dX &amp;lt;br /&amp;gt; Craft Rank 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d6 /&amp;lt;br &amp;gt; $3,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d8 /&amp;lt;br &amp;gt; $6,000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d10 /&amp;lt;br &amp;gt; $9,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 6d12 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 7dX &amp;lt;br /&amp;gt; Craft Rank 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d6 /&amp;lt;br &amp;gt; $3,500&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d8 /&amp;lt;br &amp;gt; $7,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d10 /&amp;lt;br &amp;gt; $10,500 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 7d12 /&amp;lt;br &amp;gt; $14,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | 8dX &amp;lt;br /&amp;gt; Craft Rank 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d6 /&amp;lt;br &amp;gt; $4,000 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d8 /&amp;lt;br &amp;gt; $8,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d10 /&amp;lt;br &amp;gt; $12,000 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot;| 8d12 /&amp;lt;br &amp;gt; $16,000 / 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;5&amp;quot; | *&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039; Is like &#039;&#039;&#039;Healing Concoction&#039;&#039;&#039; except instead of Dice based on&amp;lt;br /&amp;gt; Craft Rank it is the Number of Turns it effects the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This item &#039;&#039;&#039;CANNOT&#039;&#039;&#039; be used without an administering tool such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. When used injunction with those items it automatically allows the user to roll the correct dice and add that outcome to there current Hit Points. No more then there total possible HP. There is no need for a [[Treat Injury]] check. This simply just works. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity Concoction&#039;&#039;&#039;: Much like the &amp;quot;Healing Concoction&amp;quot; this requires a form of administering such as &amp;quot;Pill Capsules&amp;quot;, &amp;quot;Syringe&amp;quot;, &amp;quot;Spray Bottle&amp;quot;, or &amp;quot;Spray Grenade&amp;quot;. The Immunity Concoction lasts for roughly 24 hours and provides an advantage bonus against poisons and there effects. This much be taken *BEFORE* the person gets poisoned.&lt;br /&gt;
&lt;br /&gt;
Masterworked of this item simply means that the character now gets double advantage. There are no other crafting bonuses for this item. The crafter most already know about the poison/venom/chemical and have an sample of it in order to make the Immunity Concoction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pill Capsules (10-Pack)&#039;&#039;&#039;: A very simple and cheap way to administer a &amp;quot;Concoction&amp;quot;. Craft for this is can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;. This capsules can hold a single dose of a &amp;quot;Concoction&amp;quot; and can only be used once. They are made 10 at a time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: This can be force feed to a helpless or paralyzed Character by another. The act of force feeding as to be a Full Round action. If the player is able to take one himself and he already has a pill they can take one as a Simple action. This action cannot be done faster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Syringe (5-Pack)&#039;&#039;&#039;: Another very simple and cheap way to administer a &amp;quot;Concocation&amp;quot;. Craft skill for this can either be &#039;Structural&#039; or &#039;Pharmaceutical&#039;.  A Syringe can only be used once and then is disposed of. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The point of a Syringe is that it can be administered by somebody else and can be done as fast as a Simple action if the person administrating it has the correct Class/Talent for it. The action of injecting a Syringe cannot be made faster then a Simple Action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: The Spray Bottle has a range of 10ft and is considered a ranged touch attack to enemies or an automatic success to friendlies. This can hold multiple doses (5 uses) of a single type of &amp;quot;Concoction&amp;quot;. Each Tech level higher provides a bonus of 5ft extra range and the ability to hold 2 more uses. Craft skill for this can either be &#039;Mechanical&#039; or &#039;Pharmaceutical&#039;. For every 5ft or 2 uses the price doubles.&lt;br /&gt;
&lt;br /&gt;
A Masterworked crafting of this item allows the item to gain double the range and uses at whatever tech level the item is crafted at. Any additional bonuses provides either a 5ft boost to range &#039;&#039;&#039;or&#039;&#039;&#039; 2 more uses. The crafter decides. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: However normally it is considered an automatic success on friendlies if the person using the Spray Bottle is moving, or they attempt to use the action as a Free action then they have to roll for a Ranged Touch attack or else miss. If the user of the Spray Bottle as Treat Injury as a Class or Trained skill then they gain advantage to this Ranged Touch attack. Again this only implies when the user of the Spray Bottle is attempting to use it as a Free action. They can only attempt this if they also have the correct Class/Talents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spray Grenade&#039;&#039;&#039;: The Spray Grenade acts like a grenade that sprays a single use in an area of effect Circle with (2)10ft range increment. The Range increment can increase by 5ft with crafting bonuses or Tech level. The price triples each range increment increase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonus&#039;&#039;&#039;: The HP restored is evenly distributed (round down) amongst all targets within the circle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restorative Concoction&#039;&#039;&#039;: The Restorative Concoction helps restore a targets Ability damage. This doesn&#039;t remove any effects that a Character may have that can cause ability damage. However this can be used to help keep a Character alive while they suffer through ability damage effects. This provides 1d4 worth of a specific damage type points back. &lt;br /&gt;
&lt;br /&gt;
Masterworked implies that the effected person can roll twice and take the higher roll to restore health. There are no other bonuses for this Concoction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Booster&#039;&#039;&#039;: A very powerful and dangerous drug that is used to enhance a characters abilities. People that use the drug are considered &#039;Boosted&#039;. The drug can have multiple types of effects. The main one is enhancing ones Ability Score. Boosters can provide +1 per Tech Level started at Tech 2. They can also be targeted to enhance particular Talents, Techniques, Psionics, or Mutant powers. It provides Advantage or higher Die Level or longer lasting effects at the Crafters digression. Once taken it only lasts for 30 seconds or 10 rounds.&lt;br /&gt;
&lt;br /&gt;
However there are side effects. Once the effects where off the Character is considered Fatigued. If done again they are exhausted. If they are already one of these effects it simply gets worse. If they take it after already being exhausted they pass out after the effects wear off. Each time a Booster drug is taken the Player has to roll a Wisdom saving throw with a DC14 to check if they become temporarily addicted. If they do not take a supplement within 24 hours they become [[Conditions#-_Sickened|sickened]]. They will either have to suffer 1d4 days of being sickened or else take another booster or supplement. (The supplement just helps ease the pain of the addiction while providing no benefit.)&lt;br /&gt;
&lt;br /&gt;
If a Character takes a Booster while being addicted to the substance they have to roll a Constitution Save of DC12 or else take 1 Permanent Con damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutrad&#039;&#039;&#039;: A chemical found in many first aid kits, neutrad is a special hypodermic injection that can be used to neutralize the effects of radiation poisoning. Each neutrad injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the radiation sickness and generates an antidote from stored chemical compounds. Once the neutrad delivers its specially formulated chemicals, the target character is completely cured of the radiation poisoning and its effects in 1d4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporekill&#039;&#039;&#039;: A chemical found in many first aid kits, sporekill is a special hypodermic injection that can be used to neutralize the effects of most diseases. Each sporekill injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the disease and generates an antidote from stored chemical compounds. Once the sporekill delivers its specially formulated chemicals, the target character is completely cured of the disease and its effects in 1d10 hours. Some genetically engineered diseases are created to circumvent sporekill chemical, and are unaffected by this piece of gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rocket-X&#039;&#039;&#039;: A drug that is both beneficial and highly dangerous, boost functions as a temporary adrenaline-enhancer. A single injection of boost grants the character an Advantage bonus to Strength and Dexterity saves, and increases the character’s movement speed by 10 feet. These effects last for 1 minute (20 rounds).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the side effects of boost almost outweigh the benefits. For one, the chemical is addictive and can alter the perceptions of a character so that she thinks she cannot live without a dose of the drug. Additionally, repeated use of boost has debilitating effects on the body’s immune and nervous systems.&lt;br /&gt;
&lt;br /&gt;
Each time a character uses a dose of boost, she has a 10% chance of suffering an Disadvantage penalty to her Dexterity and on Constitution saves. These penalties last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
If the character uses the drug again before recovering from these penalties, the penalties increase and the recovery time extends for an additional 24 hours. For example, if a character uses another dose of boost while still under the effect of the penalties, the character suffers a double Disadvantage penalty to Dexterity and Constitution saves, and the recovery time increases to 48 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regenerative Concoction&#039;&#039;&#039;: This acts just like the &amp;quot;Healing Concoction&amp;quot; except that it starts at Tech 2 instead of Tech 1. So its range of healing is 1d6 through 1d10. The other difference is that instead of multi dice it is multiple turns. The number of turns acts like the number of dice from &amp;quot;Healing Concoction&amp;quot; when it comes to price and crafting level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitox&#039;&#039;&#039;: A chemical found in many first aid kits, antitox is a special hypodermic injection that can be used to save the life of any character infected with a poison. Each antitox injector contains a specialized analyzer linked to chemical generators. When the needle penetrates the skin of the target, it samples the target’s blood and sends the data back to the analyzer, which determines the nature of the poison and generates an antidote from stored chemical compounds. Once the antitox delivers its specially formulated chemicals, the target character is completely cured of the poison and its effects in 1d6 rounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biocort&#039;&#039;&#039;: Biocort is a unique chemical compound that enhances the human body’s natural ability to heal. Biocort pushes the immune system into overdrive, and can cause the character to heal from grievous wounds at a greatly increased rate. Any character injected with biocort heals at twice the normal rate for a 24-hour period. These means natural healing that happens when a Character rests is twice as effect. And that Characters gain advantage while in Long/Short Term Care. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Truthtell&#039;&#039;&#039;: Truthtell is a specially formulated chemical that targets areas of the brain that handle creativity and, particularly, lying. By temporarily neutralizing these areas of the brain, truthtell makes it impossible for a character to lie while under the drug’s influence.&lt;br /&gt;
&lt;br /&gt;
A character injected with truthtell may make a Will save (DC 18) to negate its effects. On a failed save, the character is compelled to speak truthfully for the next 3d10 minutes. A subject under the effect of truthtell is aware of its influence and may still refuse to answer questions.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;lt;u&amp;gt;Crafting Type&amp;lt;/u&amp;gt;&#039;&#039;&#039;: Varies. However when in doubt the Game Master can deiced. Its best to focus on the most distinctive feature of the object and not all of its other components. &lt;br /&gt;
&lt;br /&gt;
These are items that are hard to categorize. They are placed here as they can be necessary for any adventure to have with them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;auto; float:right;&amp;quot;&lt;br /&gt;
|+Miscellaneous Equipment&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Crafting&amp;lt;br /&amp;gt; Type&lt;br /&gt;
! Cost&amp;lt;br /&amp;gt; Procure Diff&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level -1/0 ----&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 1 ----&lt;br /&gt;
|-&lt;br /&gt;
| Duct Tape ||Tiny ||1 lb. || Chemical || $5 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Duracable (25ft) ||Medium || 0.1 lb. || Structure || $200 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Fake ID ||Fine ||— || Language Skill||See text / 2&lt;br /&gt;
|-&lt;br /&gt;
| Grappler tag || Tiny || 1 lb. || Mechanical || $50 / 0&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Steel ||Tiny ||1 lb. || Mechanical  ||$35 / 1&lt;br /&gt;
|-&lt;br /&gt;
|Handcuffs: Zip-tie ||Dim ||0.5 lb. || Mechanical ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Lock Release Gun ||Tiny ||0.5 lb. || Mechanical  ||$75 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Multi Purpose Tool ||Tiny ||0.5 lb. || Mechanical  ||$15 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 2 ----&lt;br /&gt;
|-&lt;br /&gt;
| Flash-seal || Tiny || 1 lb. || Chemical|| $500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Jetpack || Large || 35 lb. || Mechanical || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Nanobeacon || Fine || - || Electronic || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Shepherd chip || Fine || - || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 3 ----&lt;br /&gt;
|-&lt;br /&gt;
| Force Field Emitter || Small || 5 lb. || Electronic || $15,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Gravity Tether || Small || 2 lb. || Structure  || $1,500 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Hologram Player/Recorder || Small || 2 lb. || Electronic || $500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Piercing Visor || Small || 1 lb. || Mechanical || $2,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Mobile Powerpack || Medium || 3 lb. || Electronic || $1,500 / 0&lt;br /&gt;
|-&lt;br /&gt;
| Neural Recorder || Small || 1 lb. || Electronic || $10,000 / 1&lt;br /&gt;
|-&lt;br /&gt;
| Neural Scrambler || Small || 1 lb. || Electronic || $4,000 / 2&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | --- Tech Level 4 ----&lt;br /&gt;
|-&lt;br /&gt;
| Hologuise || Small || 1 lb. || Electronic || $100,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Personal Force Field || Small || 4 lb. || Electronic || $75,000 / 2&lt;br /&gt;
|-&lt;br /&gt;
| Polyvox || Tiny || 0.5 lb. || Electronic || $60,000 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duct Tape&#039;&#039;&#039;: Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Slieght of Hand check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duracable&#039;&#039;&#039;: Strong as steel, flexible as rubber, and lighter then rope. It was discovered while attempting to make cables for Space Elevators but in most situations it still isn&#039;t strong enough. However it is cheap to construct and replaces most cables and ropes as the standard device for lifting, pulling, and support. Duracable is made of lightweight and durable wiring wrapped hundreds of times in a swirl that reinforces itself as more stress is placed on the coil. Duracable is able to support up to 100 metric tons of weight while much lighter then conventional &#039;&#039;&#039;Rope&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fake ID&#039;&#039;&#039;: Purchasing a falsified papers from a black market source can produce mixed results, depending on the skill of the forger. A forger has to know the  Language with a Rank of 3. Any lower and they take disadvantage when rolling. They also gain a bonus based on the Rank of a [[Knowledge]] skill that applies. For fake government papers this would be Knowledge Civics. When a character purchases a fake ID, the GM secretly makes a Language check for the forger adding any Knowledge bonuses, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $2,000 + $200 per each rank in the forger&#039;s Language skill or Knowledge bonuses. Procure Diff is usually 2 sometimes 3 depending on the type of ID.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grappler Tag&#039;&#039;&#039;: Often used in conjunction with &#039;&#039;&#039;Rope&#039;&#039;&#039; or &#039;&#039;&#039;Duracable&#039;&#039;&#039; the grappler tag is a small disc roughly six inches in diameter. When placed against a solid surface, the grappler tag attaches to that surface by magnetism (if the surface is ferrous) or by an array of nearly microscopic metal barbs (if not). The tag can then be attached to duracable and used as an anchor for climbing, pulling, or any other purpose. A button on the top of the disc releases the grappler tag’s hold. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: When using Rope/Duracable to assist climbing the climbing speed is doubled and the Character gains advantage for any checks for possibly falling. Grappler tag can provide advantage bonuses when a Character is attempting to setup a rope to climb/scale something. GM&#039;s discretion.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handcuffs&#039;&#039;&#039;: Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure.&lt;br /&gt;
&lt;br /&gt;
*    Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Sleight of Hands check (DC 35) to remove without the key.&lt;br /&gt;
*   Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Sleight of Hands checks automatically fail).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Release Gun&#039;&#039;&#039;: This small, pistol-like device automatically disables cheap and average mechanical locks (DC 15 or below that are Mechanical in nature) operated by standard keys (no Disable Device check necessary). However this makes a noise and leaves behind evidence as the lock is permanently damaged.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multipurpose Tool&#039;&#039;&#039;: This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations.&lt;br /&gt;
&lt;br /&gt;
-Note: This tool eliminates any penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flash-Seal&#039;&#039;&#039;: Flash-seal looks like a block of metal roughly the size of a thin brick. It attaches to any door frame or other surface. When activated, chemical compounds inside the block of metal burn fast and hot enough to melt the metal into a liquid form. Almost instantaneously, a second chemical compound freezes the molten metal back into its solid state. The result is that the metal melts, sinks into the space between the door and its frame, and then solidifies again, essentially welding the door shut or any other space. A door that has been flash-sealed may not be opened by normal means and must be destroyed or cut through as though it were a wall.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jetpack&#039;&#039;&#039;: A jetpack consists of a backpack and fuel cells capable of producing powered flight for up to 10 minutes. At Tech 3 its 2 Hours. Tech 4 its 12 hours.  A character equipped with a jetpack can fly at a speed of 40 feet (Tech 2) (Tech 3: 60ft/Tech 4:80ft) (good maneuverability). Replacement fuel cells cost $500 no matter the Tech Level. The user of the Jetpack cannot be wearing Heavy or Clunk armor and takes disadvantage on accuracy checks and strength saving throws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nanobeacon&#039;&#039;&#039;: An invaluable device used in tracking and search and rescue, the nanobeacon is a small microchip that is placed on a target’s body (or on an object). It sends out a pulse every second that can be detected by sensors attuned to the beacon’s frequency. The device can be disabled by default and enabled by the wearer if they want to signal they are in danger. The nanobeacon projects its pulse at up to a 500 mile radius, each nanobeacon with its own unique identification code. Nanobeacons are often used to coordinate combat squads, track wanted criminals, and even to help recover kidnapped or lost children. A beacon can be placed on any character or object by making a simple touch attack against the target. They can also allow a wearer to be easily targeted by beaming technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shepherd Chip&#039;&#039;&#039;: The shepherd chip is a tiny microchip implanted beneath the surface of the wrist. It is an advanced version of the naobeacon that contains the bearer’s identification information and even vitals. Some computers can read the shepherd chip and extract its information, while all shepherd chips can be made to receive another person’s identification information via handshake—once a mere method of greeting, the handshake becomes a permanent way to introduce oneself and clearly identify yourself to another person. Of course, the shepherd chip can be made to keep the wearers information private. &lt;br /&gt;
&lt;br /&gt;
Some governments use shepherd chips (occasionally combined with nanobeacons) to monitor the activities of their citizens. This oppressive, watchful eye of the government is exactly what opponents of the shepherd chip fear. Additionally, a black market for forged or stolen shepherd chips emerged as soon as the chips themselves became widespread, making identity theft and falsification an ever-present crime in some communities. &lt;br /&gt;
&lt;br /&gt;
Some private wealthy citizens may use them as a way to help protect themselves and there families. They may have then installed on their children to protect against kidnapping and such. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Field Emitter&#039;&#039;&#039;: This large grenade like object is thrown on the ground during emergencies and provides a buffer against harm. They created a 10ft circle of protection. They provide a 25 Hit Points. Once the HP runs out the device is useless and is damaged beyond repair. They cannot be picked up once they are activated. Each level of Masterworked or Up Teching provides either an additional 5ft of protection or 5 HP and adds an additional $5,000 of cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravity Tether &#039;&#039;&#039;: Replacing duracable and the grappling tag, the grappling tether is another application of gravity technology put to practical use. The gravity tether is a beam of pure gravity energy, up to 200 feet in length, fired from a metal tube as a focused beam of warped spacetime. &lt;br /&gt;
&lt;br /&gt;
While activated a person can jump into the focused beam and fall up onto the other end of the beam. Or the beam can drag down whatever it targeted. If the target is a person they have to make a opposing Strength check with the person holding the Gravity Tether. Whoever whens pulls the other toward them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologram Player/Recorder&#039;&#039;&#039;: A hologram player is a small disc with several small light projectors arranged around its outer edge. When activated, the device projects a three-dimensional image in full color as small as three inches in height or as large as a Medium-size character. The hologram player can be hooked into a hologram recorder (capable of storing three-dimensional images). It also has a recorder attached and can be used to record a person for two way communication or be used to record a scene. &lt;br /&gt;
&lt;br /&gt;
Hologram communications are considered a respectable and almost necessary way to communicate. Especially for the wealthy and elite. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Visor&#039;&#039;&#039;: The piercing visor allows a person to see through solid objects. Through a combination motion-sensor data, gravity fluctuations, ambient light penetration, x-rays and ultraviolet light, heat and infrared signatures, sound waves and sonar, and other sensory inputs, the visor creates an accurate computer-rendered image of what lies beyond intervening objects. Any character wearing a piercing visor may, as a simple action, activate the visor’s sensors and see through a wall, floor, object, or creature at a range of up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
The visor can penetrate 6 inches of metal (except lead, which it cannot see through) and 1 foot of other materials, including concrete, wood, and plaster. Most common shielding blocks this Visor though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Powerpack&#039;&#039;&#039;: The power backpack is essentially a portable generator. It is shielded and extra durable as to be a dependable backup solution when normal power systems fail. It can be used to power equipment that requires energy when normal energy systems have failed. Examples of use could be to temporarily power a computer system, or a powered door that wont open and so on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Recorder&#039;&#039;&#039;: A small flexible cap, the neural recorder can collect data directly from the human mind. Any visual or auditory memories or thoughts can be transmitted through the neural recorder and stored in its memory. Capable of storing up to two hours of data, the neural recorder requires a Computer Use check (DC 15) to activate and operate. If the subject of the neural recording is willing, the neural recorder collects images and sounds from the subject’s mind and stores them as either two-dimensional or three-dimensional recordings. An unwilling subject may make a Will save (DC 17) to prevent the recorder from functioning.&lt;br /&gt;
&lt;br /&gt;
A lot of these devices are used in Law enforcement of advanced Civilizations. And is could Neural recording is some of the most solid evidence as justice team can have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neural Scrambler&#039;&#039;&#039;: The neural scrambler is a restraint device used by many law enforcement agencies in the place of physical restraints such as handcuffs. The neural scrambler consists of a six-pronged device that, when placed over the head, interrupts brainwave activity. A character wearing a neural scrambler may not take any actions whatsoever, though she moves her normal speed under the command of another individual. When the neural scrambler is removed, the Character rolls a Wisdom Saving throw with a DC of 18. If the Character fails she has no knowledge of events that took place while she was restrained. Succeeded she can recoil bits and pieces.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039;: Any species with the &#039;&#039;&#039;Hive Mind&#039;&#039;&#039; attribute can attempt to resist the Neural Scrambler with a Wisdom saving throw DC15. Once every 20 minutes. (Cannot take 20) If successful the character is not paralyzed but instead is [[Conditions#-_Dazed|Dazed]]. Hive Mind species will also remember everything within minutes of being released. Robotic characters are immune to this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hologuise&#039;&#039;&#039;: The hologuise is a combination hologram projector and digital imaging computer system that is worn like a headband over the forehead. When activated, the hologuise projects a three-dimensional image over the face that completely obscures the character’s natural features. This image is commonly a different face, but can be a black veil or some other decorative image instead. With practical and fashionable uses, hologuises are employed by the wealthy elite as well as by criminals and spies. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: An active hologuise grants the wearer a +6 equipment bonus on all Disguise checks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Force Field&#039;&#039;&#039;: Worn as a large belt around the west this shield emitter surrounds a medium sized person. The person cannot be wearing Heavy/Clunky armor. The shield uses a Fuel Cell ($10,000 3-pack) that runs out after 3 rounds of being fully active. It can be activated as a Free action however it takes one Full Round before it actually starts to protect the wearer while any enemy will notice the sound and flash it makes as it starts to warm up. Replacing the Fuel Cell takes a Full Round action and cannot be done faster. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;In-Game Bonuses&#039;&#039;&#039;: While fully active it provides the wearer with +4 Total DR. +1 DR for each level of Mastworked. Each level of Mastworked adds $40,000 to the cost. Fuel Cells can be Mastworked but only too +1. A mastworked Fuel Cell costs $10,000 per cell and provides 4 rounds of use instead of 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polyvox&#039;&#039;&#039;: The polyvox translates the languages of different cultures and species with extreme accuracy. Both written and spoken. It can also learn different dialects, slang, and accents fairly quickly. If paired with a &#039;&#039;&#039;Neural Link&#039;&#039;&#039; it can auto translate to the point where the person appears to be speaking in the Character native language.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
Looking for [[Weapons]]? Go the the weapons page [[Weapons|here]]. &lt;br /&gt;
&lt;br /&gt;
Looking for [[Armor]]? Go the armor page [[Armor|here]].&lt;br /&gt;
&lt;br /&gt;
Looking for traps, sensors, explosives and such? They are found on the weapons page [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]]. You may want to look at the [[Weapons#Making_your_Own_Explosives|Making your Own Explosives]] section.&lt;br /&gt;
&lt;br /&gt;
Looking for [[Space_Ships|Space Ships]] and all there [[Ship_Equipment|Equipment]]? The [[Space Ships]] page is where you should start. &lt;br /&gt;
&lt;br /&gt;
Want to hurry up and play without having to pick out all your gear? Go the the next section below. The [[General_Equipment#Starter_Packs|Starter Packs]] section can provide &#039;&#039;&#039;starter kits&#039;&#039;&#039; for Characters.&lt;br /&gt;
&lt;br /&gt;
== Starter Packs == &lt;br /&gt;
&lt;br /&gt;
;Businessman’s Pack:&lt;br /&gt;
&lt;br /&gt;
;Doctor&#039;s Pack:&lt;br /&gt;
&lt;br /&gt;
;Explorer&#039;s Pack:&lt;br /&gt;
&lt;br /&gt;
;Official&#039;s Pack:&lt;br /&gt;
&lt;br /&gt;
;Outlaw&#039;s Pack:&lt;br /&gt;
&lt;br /&gt;
;Settler&#039;s Pack:&lt;br /&gt;
&lt;br /&gt;
;Technician&#039;s Pack:&lt;br /&gt;
&lt;br /&gt;
== Customization And Upgrades ==&lt;br /&gt;
&lt;br /&gt;
Items can be updated either by improving the craftsmanship or by using the [[Gadgets|Gadget]] system (Under Construction). Below are the rules associated with &#039;&#039;&#039;Masterwork&#039;&#039;&#039; and &#039;&#039;&#039;Up Teching&#039;&#039;&#039; items.&lt;br /&gt;
&lt;br /&gt;
There are two forms of improvement. &lt;br /&gt;
# Have the item &#039;&#039;&#039;Masterworked&#039;&#039;&#039;/ This has to be done at the time that the item is first Crafted and it implies that the item is built using the best equipment, talent, and parts for its Tech level. This can provide the item with a single improvement.&lt;br /&gt;
# Improving an item&#039;s Tech Level IE: (&#039;&#039;&#039;Up Teching&#039;&#039;&#039;). However an item must first be Masterworked in order to improve its Tech Level.&lt;br /&gt;
&lt;br /&gt;
In order to upgrade an Item the Character must have a ranks in the Craft skill associated with the item. To Masterwork an item the cafter has to a craft Rank of 3. In order to upgrade an items Tech Level the Craft rank must be 3 + (Number of Tech Levels the item is being upgraded too). The Character must also have the same or higher Rank in Tech as the Tech Level the item is being upgraded too.&lt;br /&gt;
&lt;br /&gt;
Each improvement to an item causes the Procure Difficulty to increase by 1 and thus the base price to increase in associated with the Procure rules [[Wealth_and_Money#Procure_Difficulty|here]]. This allows for a single improvement per Tech Level advancement. An item can be upgraded to a higher level by a Character with the correct Crafting and Tech level skill Ranks. There may be exceptions too this rule in the items description. An item cannot go down a Tech Level only up. If the goal is too decrease the price then the Item cannot receive any attribute changes. If an item is moved from Tech Level 4 to 5 it is considered Legendary and cannot go any higher. Its price is also quadrupled. If an item Proc Diff is 5 or above it is considered Legendary as well and cannot easily be sold or bought.&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
The Improvements can be to change the following aspects: Cost, Weight, Size or One of the Items bonus it provides. &lt;br /&gt;
&lt;br /&gt;
* Cost: If the goal is too adjust the cost this can only go down once. It reduces its cost be 1/2.&lt;br /&gt;
* Weight: This reduces the weight by 1/2 each time.&lt;br /&gt;
* Size: This can reduce the size increment down by one. This can only be done once.&lt;br /&gt;
* Item Bonus: Items have all sorts of bonuses and in many cases multi bonuses. Each item description will state what it is. Anything can be adjusted by 1/2 round up. If the item doesn&#039;t have a bonus only shows features then this item cannot be upgraded in this way. Some items do have &#039;default&#039; ways too upgrade them that may be described in the description of the category itself.&lt;/div&gt;</summary>
		<author><name>Server</name></author>
	</entry>
</feed>