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Below is a list of Character Classes that provide more specific features to a Character. They can also help focus a Character's role in both combat and roleplay. Think of it as answering the questions "What do I do?" or "What am I capable of?"  
Below is a list of Character Classes that provide more specific features to a Character. They can also help focus a Character's role in both combat and roleplay. Think of it as answering the questions "What do I do?" or "What am I capable of?"  


Each class starts with a description of the Class that may have some 'flavor text'. Then there are '''Requirements''', '''Restrictions''', '''Class Information''' (which includes a table), and lastly '''Class Features'''. All Character Classes require your character to be at least level 2. '''Requirements''' are centered around the Path picked or Ability scores. '''Restrictions''' can stop a player from taking the class or risk the punishment of no longer having that feature.
Each class starts with a description of the Class that may have some 'flavor text'. Then there are '''Requirements''', '''Restrictions''', '''Class Information''' (which includes a table), and lastly '''Class Talents'''. All Character Classes require your character to be at least level 2. '''Requirements''' are centered around the Path picked or Ability scores. '''Restrictions''' can stop a player from taking the class or risk the punishment of no longer having that feature.


<pre style="white-space: pre-wrap;  
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|6th|| Advanced Mobility (Choice)
|6th|| Advanced Mobility (Choice)
|-
|-
|7th|| In-Field Chemistry
|7th|| I'm there for you! <br \>In-Field Chemistry
|-
|-
|8th|| Resolve
|8th|| Resolve
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'''<u>Requirements</u>''':
'''<u>Requirements</u>''':
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Wisdom '''OR''' Ability: Wisdom Score 15+ '''OR''' Ability: Dexterity Score 15+ and Wisdom score of 12+
# Path: Path of Wisdom '''OR''' Ability: Wisdom Score 15+ '''OR''' Ability: Dexterity Score 15+ and Wisdom score of 12+


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
<u>Ability Affinity</u>: Wisdom and Dexterity  
<u>Ability Affinity</u>: Wisdom and Dexterity  
<u>Class Skills</u>: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)
<u>Class Skills</u>: [[Acrobatics]] (Dex), Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ], Pick Any One [[Knowledge]](Int), [[Profession]] (Wis), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis)


=== Combat Medic's Class Features ===
=== Combat Medic's Class Talents ===
----
----


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: At Combat Medic '''1st''' level, the Combat Medic can more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks can now be done as a Bonus Action that is granted after performing a Standard Action (Move). The Medic does not need to move any distance to gain this Bonus Action (e.g., preparing tools while standing next to an ally). This only counts for restoring HP, not for stabilizing a dying character.  
: At Combat Medic '''1st''' level, the Combat Medic can more quickly help people in need of aid. [[Treat_Injury|Treat Injury]] skill checks can now be done as a Bonus Action that is granted after performing a Standard Action (Move). The Medic does not need to move any distance to gain this Bonus Action (e.g., preparing tools while standing next to an ally). This only counts for restoring HP, not for stabilizing a dying character.  


: To clarify, in combat, the use of the Treat Injury skill check is considered a Standard Action. Any skill or item use is considered a Standard Action and is not granted as a Bonus Action from moving.
: '''Note''': While using skills or items in combat normally requires a Standard Action, this feature allows the Treat Injury skill to be performed specifically as a Bonus Action following a move.


: When a natural 20 is rolled for a [[Treat_Injury|Treat Injury]] skill check, an Inertia point is earned, and the Health restored is the maximum possible.  
: When a natural 20 is rolled for a [[Treat_Injury|Treat Injury]] skill check, an Inertia point is earned, and the Health restored is the maximum possible.  
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:: Your focus is pure healing. When using the [[Treat Injury]] skill, you heal an additional +X HP per die rolled. X = 1/2 Combat Medic level, rounded down. You gain an Advantage on saving throws to resist being [[Conditions#-_Dazed|Dazed]] or [[Conditions#-_Stunned|Stunned]] if you have healed an ally in your last turn.
:: Your focus is pure healing. When using the [[Treat Injury]] skill, you heal an additional +X HP per die rolled. X = 1/2 Combat Medic level, rounded down. You gain an Advantage on saving throws to resist being [[Conditions#-_Dazed|Dazed]] or [[Conditions#-_Stunned|Stunned]] if you have healed an ally in your last turn.
:; B) Toxicologist:  
:; B) Toxicologist:  
:: You use your knowledge to hinder enemies. As a standard action, you can craft harmful "Injections". You need a Syringe and a Chemical or Pharmaceutical kit to attempt to craft the item. These deal Xd6 poison damage and apply the [[Conditions#Shaken|Shaken]] condition for 1d4 rounds on a successful melee touch attack. The Craft DC is 12, it is considered an opposing Constitution check to see if the Shaken condition is applied. X = 1 + every 5, the Craft DC is beaten.  
:: You use your knowledge to hinder enemies. As a standard action, you can craft harmful "Injections". You need a Syringe and a Chemical or Pharmaceutical kit to attempt to craft the item. These deal Xd6 poison damage and apply the [[Conditions#Shaken|Shaken]] condition for 1d4 rounds on a successful melee touch attack. The Craft DC is 12, it is considered an opposing Constitution check to see if the Shaken condition is applied. X = per 2 Combat Medic levels, the Craft DC is beaten.  
:; C) Pharmacist:  
:; C) Pharmacist:  
:: You excel at supporting your teammates. Your crafted concoctions from '''Extra Curricular Brewing''' last 8 hours instead of 4. And '''Resistance Concoction''' and '''Boosters''' effects last the normal length of time in combat. Extra Curricular Brewing improvements come at levels 5 and 8 instead of 6 and 10. Allies using your drugs gain a +1 bonus to Advantage Dice that are rolled while the drug is affecting them.
:: You excel at supporting your teammates. Your crafted concoctions from '''Extra Curricular Brewing''' last 8 hours instead of 4. And '''Resistance Concoction''' and '''Boosters''' effects last the normal length of time in combat. Extra Curricular Brewing improvements come at levels 5 and 8 instead of 6 and 10. Allies using your drugs gain a +1 bonus to Advantage Dice that are rolled while the drug is affecting them.
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: At '''4th''' level, the Combat Medic refines their battlefield techniques.
: At '''4th''' level, the Combat Medic refines their battlefield techniques.
:; A) Helpful Hand:  
:; A) Helpful Hand:  
:: You gain Advantage on [[Treat_Injury|Treat Injury]] checks in combat and add your Advantage Die roll to the HP restored. You can never critically fail a Treat Injury check. At 7th level, base HP is +4 even on failure; at 10th level, it is +8.
:: You gain another Advantage (max number of advantage die for any action is always 3) on [[Treat_Injury|Treat Injury]] checks both in and out of combat. Add your Advantage Die roll to the HP restored. You can never critically fail a Treat Injury check. At 7th level, a failure still restores +1HP per number of Dice that would have been rolled; at 10th level, it is +2HP.
:; B) Combat Cauterization:  
:; B) Combat Cauterization:  
:: You can spend your Standard Action to instantly stabilize a dying ally within 5ft. If you do, you gain a +2 AC bonus until your next turn as you focus on your defense.
:: You can spend your Standard Action to instantly stabilize a dying ally within 5ft without having to roll for it. This action takes up the whole round and blocks any Simple or Bonus actions. If you perform any healing, including stabilizing, you gain a +1 AC bonus until your next turn as you focus on your defense. At 10th level, this becomes +2 AC.
:; C) Nanite Mist:  
:; C) Field Synthesis:  
:: You can "throw" a medical kit to an ally within 20ft as a Simple Action. They can apply it themselves as a Simple Action on their next turn.
:: You can now "Up-Tech" any Chemical or Pharmaceutical item to your current Tech Level in the field without a professional lab, provided you have the correct Professional Kit. Additionally, when you craft these items, you use 25% fewer materials and for 1/2 the time, demonstrating your ability to minimize waste. The barrier to crafting masterwork Chemical or Pharmaceutical items is reduced by 1.


;Bonus Feat
;Bonus Feat
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;Advanced Mobility (Level 6 Choice)
;Advanced Mobility (Level 6 Choice)
: At '''6th''' level, the Combat Medic improves their ability to navigate the Vanguard.
: At '''6th''' level, the Combat Medic improves their ability to navigate and overall mobility.
:; A) I'm there for you!:  
:; A) Rapid Intervention:  
:: You gain +10ft movement and are no longer affected by rough terrain or zero-gravity environments.
:: You gain +10ft movement of base speed while in combat. If moving to perform a Medic! ability, you are no longer affected by rough terrain or zero-gravity environments.
:; B) Evasive Triage:  
:; B) Evasive Triage:  
:: When moving toward an ally with less than 50% HP, you do not trigger **Tactical Opportunities** from enemies you pass.
:: When moving toward an ally with less than 50% HP, you do not trigger '''Tactical Opportunities''' from enemies, and any enemy attempting to hit you with a Ranged weapon takes disadvantage until your next turn.
:; C) Covering Fire Medic:  
:; C) Covering Fire Medic:  
:: While holding a one-handed ranged weapon, you can perform a **Suppressing Fire** action as a Simple Action, provided you are moving toward a wounded ally.
:: While holding a one-handed ranged weapon, and moving toward a wounded ally, gain a Bonus Action of '''Suppressing Fire'''. Do not gain any disadvantages for attacking using a Bonus Action, treat this attack as if it were a Standard Attack Action using Suppression Fire.
 
;I'm there for you!
: At '''7th''' level, if not already [[Conditions#-_Exhausted|Exhausted]], the Combat Medic can choose to act in both groups. If they are in the Vanguard, then they may act in the Rearguard's phase as well. The extra action must be an attempt to heal, restore, or stabilize a fallen ally, and they cannot, in this extra action, do anything that would directly bring harm to an ally or enemy. The same goes for if they are already in the Rearguard: they may act in the next rounds of Vanguard before their normal turn in the Rearguard. Doing this gives the Character [[Conditions#-_Fatigued|Fatigued]] condition; if already Fatigued, then they become Exhausted. A Combat Medic cannot do this twice in a row.


;In-Field Chemistry
;In-Field Chemistry
: At '''7th''' level, the Combat Medic gains an Advantage when attempting to identify, [[Study]], or Craft an antidote for poisons, acids, or diseases. This advantage stacks with others.
: At '''7th''' level, the Combat Medic gains an Advantage when attempting to [[Knowledge#Identify|Identify]], [[Study]], or Craft an antidote for poisons, acids, or diseases. This advantage stacks with others. A Combat Medic doesn't need Knowledge (Science) to perform Identify; they can use Study or Craft (Pharmaceuticals), whichever of the three skills is highest. The Combat Medic cannot critically fail crafting an antidote.


;Resolve
;Resolve
: At '''8th''' level, a Combat Medic gains a morale bonus equal to 1/2 their class level (round down) on saving throws to resist fear effects and [[Intimidate]] checks.
: At '''8th''' level, a Combat Medic gains a morale bonus equal to 1/2 their class level (round down) on saving throws to resist fear effects and [[Intimidate]] checks, or any Wisdom saving throw against Techniques.


;Never gonna let you go
;Never gonna let you go
: At '''9th''' level, a Combat Medic can stabilize a character as a Simple Action even while in combat. No roll is needed if using a Medical Kit.
: At '''9th''' level, a Combat Medic can stabilize a character as a Simple Action even while in combat. No roll is needed if using a Medical Kit. If the Combat Medic has picked '''Combat Cauterization''' then this becomes a Free Action.


;Medical Capstone (Level 10 Choice)
;Medical Capstone (Level 10 Choice)
: At '''10th''' level, the Combat Medic reaches the peak of their profession.
: At '''10th''' level, the Combat Medic reaches the peak of their profession.
:; A) Biological Weakness:  
:; A) Biological Weakness:  
:: As a Simple Action, make a Knowledge (Science) check (DC 15) to identify a target's weakness. If successful, gain an additional Advantage on attacks against that target for the rest of combat.
:: As a Simple Action, make a Knowledge (Science) check (DC 15) to identify a target's weakness. If successful, gain an additional Advantage on attacks against that target for the rest of the combat. This can only be attempted once per target.  
:; B) Miracle Resuscitation:  
:; B) Miracle Resuscitation:  
:: Once per day, as a Standard Action, you can bring a character who died within the last 3 rounds back to 1 HP. They are [[Conditions#-_Exhausted|Exhausted]], but alive.
:: Once per day, as a Standard Action, you can bring a character who died within the last 9 seconds or 3 rounds back to 1 HP. They are [[Conditions#Helpless/Incapacitated/Unconscious|Unconscious]] for 1d4 rounds and upon waking up, they are [[Conditions#-_Exhausted|Exhausted]], but alive.
:; C) Stimulant Overdrive:  
:; C) Stimulant Overdrive:  
:: You can inject an ally (or yourself) with a volatile stimulant. For 1d4 rounds, the target gains **Extra Damage +1 die level** and +10ft movement. The target becomes [[Conditions#-_Exhausted|Exhausted]] immediately after the effect ends.
:: You can inject an ally (or yourself) with a volatile stimulant. For 1d4 rounds, the target gains an Extra Damage stat, and the threshold for all Extra Damage is shifted down by 1 die. Their base movement is increased by +10ft. The target becomes [[Conditions#-_Fatigued|Fatigued]] immediately after the effect ends.


== Dimension Knight ==
== Dimension Knight ==
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: The Dimension Knight
|+ Table: The Dimension Knight
! style="text-algin:left;"|Class <br \>Level
! Class Level !! Standard Features !! Dimensional Tricks
! Special
|-
|-
|1st|| Detect Rift, Order Talent
| 1st || Detect Rift, Order Choice & Talent || -
|-
|-
|2nd|| Dimensional Tricks,
| 2nd || - || 1 Trick
|-
|-
|3rd|| Weapon Training,
| 3rd || Weapon Training || 1 Trick
|-
|-
|4th|| Dimensional Tricks
| 4th || - || 1 Trick
|-
|-
|5th|| Gate Traveler, Order Talent
| 5th || Gate Traveler (Utility), Order Talent || -
|-
|-
|6th|| Dimensional Tricks
| 6th || Combat Gate || 1 Trick
|-
|-
|7th|| Always suited
| 7th || No Place Like Home || 1 Trick
|-
|-
|8th|| Expert Weapon Training, Dimensional Tricks
| 8th || Expert Weapon Training || 1 Trick
|-
|-
|9th|| No Place Like Home
| 9th || Always Suited || 1 Trick
|-
|-
|10th|| Dimensional Tricks, Order Talent
| 10th || Mirror Universe, Order Talent || 1 Trick
|}
|}
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 than the Universe itself. She had fought weird monsters and traveled to a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at unknown stars. The galaxy this planet was in wasn't shaped like the Milky Way. In the Milky Way the 'Ring of Life' is visible on all worlds. Instead, this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere.  
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 than the Universe itself. She had fought weird monsters and traveled to a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at unknown stars. The galaxy this planet was in wasn't shaped like the Milky Way. In the Milky Way the 'Ring of Life' is visible on all worlds. Instead, this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere.  


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Player's pick Dimensional Knight if they want Character's that travel far and wide under the clock of a secret Order which has its goals rooted within the fabric of the cosmos itself.
Player's pick Dimensional Knight if they want Character's that travel far and wide under the clock of a secret Order which has its goals rooted within the fabric of the cosmos itself.


The fastest path too this Hero is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength(Strong Hero)]]


'''<u>Requirements</u>''': To qualify to become an Dimension Knight , a character must fulfill the following criteria.
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]].
 
'''<u>Requirements</u>''': To qualify to become a Dimension Knight, a character must fulfill the following criteria.
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Strength '''OR''' Ability: Strength Score 15+ '''OR''' Ability: Wisdom Score 15+ and Strength score of 12+
# Path: Path of Strength '''OR''' Ability: Strength Score 15+ '''OR''' Ability: Wisdom Score 15+ and Strength score of 12+
# Order: At level 1 Dimension Knight the Character must pick an Order to follow. (More about this in Extra Info)
# Order: At level 1, the character must pick an Order to follow (Unity, Divergent, or Nature).


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# 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.
# 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.


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<u>Ability Affinity</u>: Strength and Wisdom
<u>Ability Affinity</u>: Strength and Wisdom


<u>Class Skills</u>: 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).
<u>Class Skills</u>: [[Athletics]] (Str), [[Intimidate]] (Cha/Str), Choose Any One [[Knowledge]] (Int), [[Study]] (Int), [[Sense_Motive|Sense Motive]] (Wis), and [[Survival]] (Wis).


<u>Extra Info</u>: 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!)
=== Dimension Knight's Core Class Talents ===
 
=== Dimension Knight's Class Features ===
----
----
; Detect Rift
: Starting at the Dimension Knight '''1st''' 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 'Gates' or rifts in spacetime that can cause one to travel into different dimensions or time. Most FTLs (Faster Then Light) drives for spaceships 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.


; Dimensional Tricks
;Order Choice
: Starting at '''2nd''' and preceding on every '''even''' level the Dimensional Knight can pick from a list of Techniques/Dimensional Tricks that they can perform. Each Trick has its own rules on how often it can be used. At '''2nd''' 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.
: At Dimension Knight '''1st''' level, the character must pledge themselves to an Order. This choice determines your specialized Order Talents at levels 1, 5, and 10.
:* '''Order of Unity''': Dedicated to protecting the multiverse from collision and chaos. Focuses on stabilization and defense.
:* '''Order of the Divergent''': Believes in using dimensional power to reshape reality. Focuses on offensive rifts and gravity manipulation.
:* '''Order of Nature''': Views rifts as natural phenomena that should run their course. Focuses on chaotic probability and temporal shifts.


; Weapon Training
;Detect Rift
: At '''3rd''' level the Dimension Knight is granted the [[Melee Weapon Focus|Melee Weapon Focus]] feat.  
: Starting at '''1st''' level, you are sensitive to the fabric of reality. You gain a +5 bonus to your '''Passive Perception''' for noticing spacetime anomalies (rifts, active FTL drives, or phased objects) within 100ft + 10ft per (STR Mod + WIS Mod). In Space this extends to 1000km + 100km per (STR Mod + WIS Mod).
: '''Active Use''': As a '''Simple Action''' (Utility), you can perform a [[Perception]] check to pinpoint the exact origin or destination of a disturbance. This provides no combat bonuses.


: At '''8th''' level the Dimension Knight gets to pick another feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]] as part her Expert Weapon Training.
;Weapon Training (Spatial Call)
: At '''3rd''' level, you gain the [[Melee Weapon Focus]] feat. You also form a spatial bond with a single melee weapon you are proficient with. As a '''Simple Action''', you can open a micro-rift to "call" this weapon to your hand from anywhere within 100ft, provided it is not secured in a way that prevents its movement. If the weapon is being held by another, it requires an opposing Strength check to retrieve it.


; Gate Traveler
;Gate Traveler (Utility)
: Starting on the '''5th''' level the Dimension Knight can open up a 'Gate' to travel through. 'Gates' 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's action on the Gate is successful. The actions are to 'open', 'stabilize/make unstable', 'close'. 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'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.  
: At '''5th''' level, you can manipulate travel gates. As a '''Standard Action''' (out of combat), you can attempt to Open, Close, or Stabilize an existing rift using a [[Survival]] check (DC 15-40). Two-way gates are more difficult (+5 DC). You can assist allies through a gate to prevent side effects like the [[Conditions#Nauseated|Nauseated]] condition.


: If you want to travel through the Gate another [[Survival]] check is required to ensure 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's Mod. The Dimension Knight can add their Character'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.
: 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 Knight cannot create new gates at this level.


: 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'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.  
;Combat Gate
: At '''6th''' level, you can fold space in the heat of battle. As a '''Standard Action''', you can teleport to an empty square adjacent to a friendly ally within Line of Sight, or teleport back to the exact square you occupied at the start of your previous turn. This movement is instantaneous and does not trigger Tactical Opportunities. This '''Standard Action''' provides the option between a Bonus Attack Action or a Bonus Move Action (the movement base speed is considered the Character's walk speed in this case).


; Always suited
: At '''10th''' level, this can be done once per encounter as a '''Simple Action''' instead of a '''Standard Action'''. In this case a Bonus Action is not earned when using Combat Gate as a Simple Action.
: At 7th level the Dimension Knight gains a +1 to the Armour proficiency tree.  


; Expert Weapon Training
;No Place Like Home
: At '''8th''' level the Dimension Knight can gain a Feat from the [[Melee_Weapon_Focus|Melee Weapon Combat]].
: At '''7th''' level, you can mark a location in Spacetime by meditating there for 24 hours (Study DC 20). You can maintain a number of marked locations equal to your Wisdom Modifier. Once per day, (out of combat), you can open a stable two-way gate to a marked location that stays open for 1 minute. The Dimension Knight doesn't need to make Survival checks to transverse this gate. Any friendly can do so with a DC8 while any unknown or unwanted person's DC is 20.


; No Place Like Home
: This can only be done once per day until '''level 10''' when a Dimension Knight can do this twice per day. Also, one location can be chosen as the Knight's Favored location and can make a 1 way gate using this process as many times as they want.
: At '''9th''' level the Dimension Knight can mark a location in Spacetime by mediating, influencing and getting to know the area'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 'Gate Traveler' 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 through it. However it only stays open for 1 minute and then rapidly becomes unstable. This 'mark' is detectable by other Dimension Knight's as an opposed [[Perception]] check against the Dimension Knight's [[Survival]] check. The process has to be done over again if any Spacetime disturbance happens at the 'marked' location which the Dimension Knight can sense. The Dimension Knight can only do this teleportation once per day.


: There is no going back. Opening the Gate doesn't require a check unless in combat. Normally it just requires 6 seconds of concentration to perform, and if in Combat that means 2 turns and requires a Wisdom check of DC12 every round unless they take damage then it is DC20. They can 'mark' 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.
: Once the gate is closed it will leave a 'mark' that is detectable with a Perception check or passively. The DC is 5 + 1 per hour after the gate was closed. Once the DC reaches 45 it is no longer considered detectable. Another Knight can use their Gate Traveler abilities on it to re-open the gate.


=== The Order's of Dimension Knights ===
;Expert Weapon Training (Spatial Edge)
----
: At '''8th''' level, you gain a bonus feat from the '''Melee Weapon Combat''' category. Additionally, your strikes bypass standard material density; your melee attacks ignore an amount of Damage Reduction (DR) equal to your Wisdom Modifier.
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 unique 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 seemed to move in some direction, the ragtag group of individuals started to meet and form groups. The biggest of such groups attempted to bring everyone else under there leadership calling themselves '''Unity'''. The '''Order of Unity''' dedicated themselves to 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 were 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 them '''The Divergent'''. The Divergent claim that they have taken ancient knowledge from texts and study were made by some of the first Dimensional heroes that were trying to understand the reason for there powers and how it worked. The Divergent claim that these texts justify there leaving The Unity.  


When 'The Divergent' pronounced themselves and made there claims it sparked the first and only significant Dimensional War. In secret to the rest of the Multi-Verse, the Cosmos shifted and rippled and bent. Its stretching felt like a loud piercing noise to 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 seemed that both sides would never recover and few new peoples became 'awoken' with the powers of the Dimensional Knight. But as the Cosmos healed more and more people emerged with these skills, and once again old grudges started to heat up.  
;Always Suited (Dimensional Armory)
: At '''9th''' level, you gain a +1 bonus to your Armor Proficiency tree. You can also store your favored armor and weapons in a personal sub-dimension. You can summon your gear to appear instantly equipped on your body, or dismiss it back to the rift. Out of combat this takes ~2 seconds. In combat it is a '''Standard Action''' that grants a Bonus Move Action.


Admits all this rising doom there is a new group. The '''Order of Nature'''. Knights within this Order are sometimes referred too as '''Chaos Knights'''. This Order is made up of loosely organized cells of people not always following the same ideology as what the Order of Nature banner seems to represent. The main gist is that all these rifts and Gates are natural and that we should let them take their course. There is no need, nor no one has the right to impose there will on nature. Some prefer a more loose interpretation. Such as: "Just enjoy the now" or "Do whatever feels best for the Dimension you are in." Either case the Order of Nature tries to make sure Gates 'naturally' 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.
;Mirror Universe
: At '''10th''' level, once per encounter as a '''Free Action''', the Dimension Knight can pull a mirror copy of themselves to act in combat in the other team group (Vanguard/Rearguard). The Mirror copy must act differently (i.e., attack a different target, or use a different action).


; The Order of Unity
: Whatever the mirror Knight has the same limits and conditions you have. The same stats, hp, damage, number of techniques used etc... If they choose to preform a Dimension Trick/Technique then that Technique is also considered used by you. Any damage taken is also taken by you and vice-versa. This mirror universe version disappears at the end of the turn.
: In the "Gate Traveler" Talent the Unity Knight gets to add their Character Advantage Die too "stabilize" and "close" actions on any spacetime anomalies.  


:; Friendly Portal
=== The Orders of Dimension Knights ===
:: Gained at '''1st''' 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.
Since the dawn of sentience, Dimension Knights have wandered the fabric of time. The source of their power remains a mystery, but as these lone heroes eventually coalesced, they formed the '''Order of Unity'''—an organization dedicated to preventing a catastrophic collision of the multiverse.


:; The Temple is My Home
Internal doubt eventually fractured the Order, giving rise to '''The Divergent'''. Citing ancient texts from the first dimensional heroes, this breakaway faction claimed a deeper understanding of their powers that fundamentally contradicted Unity’s mission. The resulting schism sparked the Dimensional War, a secret conflict that bent the very fabric of spacetime and nearly rendered both orders extinct.
:: At 9th level a Dimension Knight is gains the 'No Place Like Home'. However, a Unity Knight also gains instant access to a 'Temple' or safe haven and can use this talent to access that location at '''5th''' 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't count toward there total number of places they can 'mark'. At '''9th''' level they gain the normal talent and all its abilities.


:; Singularity
For millions of years, the survivors remained in shadow. As the cosmos healed, a new generation of knights emerged, rekindling old grudges. Amidst this tension, the '''Order of Nature''' (or '''Chaos Knights''') appeared. A loose collection of outcasts and ex-members, they believe spacetime rifts are natural phenomena that should be left to run their course, regardless of the cost. For many, this order is a sanctuary, as deserting the older orders is still punishable by death.
:: At '''10th''' The Unity Knight can concentrate on a single point in their mind and cause spacetime to bend in on itself, generating a microsingularity that lasts only a nanosecond. However, the destruction of anything within 5ft is severe. And all objects within a 20ft radius are moved by 10ft towards the singularity.  


:: This requires a Standard Action of concentration. A Wisdom Check with a DC18. 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 the character's Wisdom Mod. This can only be successfully done once per day. At Character level 20, this can change to twice a day.
==== Order of Unity Talents ====
; Level 1: Rift Warden
: You gain an Advantage Die when using `Gate Traveler` to '''Close''' or '''Stabilize''' a rift. Additionally, as a '''Simple Action''', you can "anchor" an ally within 10ft; they gain a +2 bonus on their next saving throw against being moved, tripped, or teleported against their will.


; The Order of Divergent
; Level 5: Sanctuary Path
: In the "Gate Traveler" Talent, the Divergent Knight gets to add their Character Advantage Die too, "make unstable" and "open" actions on any spacetime anomalies.
: You gain the `No Place Like Home` ability (normally level 7) early, but it is restricted to a single location: the Order’s hidden Temple. This access is a stable two-way gate and does not count against the total number of marked locations you can maintain at level 7.


:; Bend to my Will
; Level 6: Guardian Swap (Combat Gate Enhancement)
:: Gained at '''1st''' level. This allows the Divergent Knight to use their powers to cause internal damage to a target. The damage can be non-lethal and can be done to 'soften' a person up, giving 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 Standard Action and rolls a Wisdom check. The target must roll an opposing Constitution check. If the opposing check succeeds, nothing happens. This can only be done once per combat.
: Your '''Combat Gate''' feature is improved. When you use Combat Gate, you may choose to swap positions with a willing ally within 30ft instead of teleporting to an empty square. If you swap, that ally gains a +2 Dodge bonus to AC until the start of your next turn.


:; Extra Combat Training
; Level 10: Singularity Aegis
:: Gained at '''5th''' level. This gains the Divergent Knight another Feat from '''Melee Weapon Combat''' or '''Two-Weapon Fighting''' categories.
: You can collapse a point in space to both hinder enemies and protect your squad. As a '''Standard Action''', you generate a microsingularity at a point within 60ft (Wisdom Check vs DC 18).
:* '''Persistence''': The singularity persists for 1 round per Wisdom or Strength mod, Players choice. Each round as a '''Free Action''' the Dimension knight can move it up to 30ft. However, the damage only happens first round.
:* '''Offense''': Creatures within 20ft are pulled 10ft toward the center. Enemies within 5ft take `Xd6 + Wisdom Modifier` Gravity damage (X = amount the check beat the DC, max 10).
:* '''Defense''': Ranged attacks cannot fire through the Singularity. Any shoots that pass within 20ft of the singularity suffer a Disadvantage Die for accuracy and Damage as the void pulls at the projectiles.
:* '''Frequency''': Once per day (twice at Character Level 20).


:; The Divided
==== Order of the Divergent Talents ====
:: Gained at '''10th''' level. The Divergent Knight summons the explosive force of a Singularity from another Dimension to 'dump' its power for a split second into this dimension, forming a White Whole that reverses entropy and even time itself while causing extreme damage.  
; Level 1: Weight of the Void
: You gain an Advantage Die when using `Gate Traveler` to '''Open''' or '''Make Unstable''' a rift. Additionally, as a '''Simple Action''', you can manipulate gravity around a target within 30ft. The target must roll a Strength saving throw (DC 10 + 1/2 DK level + WIS Mod) or have its AC Bonus from Dexterity reduced by half (round up) as well as movement speed reduced by half (round down) until the start of your next turn.


:: This requires a Standard Action and a Wisdom check of DC18. 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 if you are strong against another type. The X equals the number the check beat the DC by, with a maximum of 10. The radius is 30ft. This can only be performed successfully once per day.
; Level 5: Extra Training
: You gain a bonus feat from the '''Melee Weapon Combat''' or '''Two-Weapon Fighting''' category. Using your own personal skills and kinship with the specific Weapon from '''Weapon Training (Spatial Call)''' you are able to re-craft this weapon and either uptech it or Masterwork level up by 1. This craft check is an auto success.


; The Order of Nature
; Level 6: Dimensional Tear (Combat Gate Enhancement)
: In the "Gate Traveler" Talent, the Nature Knight gets to add an advantage bonus to [[Survival]] checks when traveling through a dimensional Gate.
: Your '''Combat Gate''' feature is improved. When you use Combat Gate, you may choose to leave a "Dimensional Tear" in the square you just left. This tear lasts for 1 round. Any enemy entering or starting their turn in or adjacent to that square takes `1d6 + WIS Mod` Gravity damage and is considered '''Unlucky''' on their next accuracy check.


:; Sense Knight
; Level 10: The White Hole
:: Gained at '''1st''' 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.
: You summon a point of pure entropy that reverses local physics. As a '''Standard Action''', you generate a burst of energy within 60ft + 5ft per (STR Mod + WIS Mod) (Wisdom Check vs DC 18).
:* '''Entropy Burst''': All enemies within 25ft take `Xd6` damage (X = amount the check beat the DC, max 10). This damage counts as Kinetic, Energy, Thermal, and Chemical simultaneously; targets with a weakness to any of these types take double damage.
:* '''Temporal Push''': Targets damaged this way are violently pushed 15ft away from the center. If they strike a solid object, they must succeed on a Constitution save (DC 15) or be '''Stunned''' for 1 round.
:* '''Frequency''': Once per day (twice at Character Level 20).


:; Master of Tricks
==== Order of Nature Talents ====
:: Gained at '''5th''' level. Gain another Trick but you do not need to obey Order restrictions.
; Level 1: Chaos Intuition
: You gain an Advantage Die when using `Gate Traveler` to '''traverse''' a rift. Additionally, you are uniquely attuned to the presence of other knights; you gain an Advantage Die on all Passive or active Perception checks made to detect another Dimension Knight or a hidden "mark" left by the `No Place Like Home` ability.


:; Into Chaos
; Level 5: Master of Tricks
:: Gained at '''10th''' level. The Nature Knight attempts to perform an advanced trick he has seen great Knights from other orders perform. But with little training and even less care for the overall results, so long as it's cool or at least useful, the craft of summoning such power into this Dimension is not perfectly honed.  
: You gain an additional Dimensional Trick. You may ignore one order-based prerequisite for this specific trick, representing your order's disregard for traditional boundaries.


:: The Player rolls a percentile dice. If 1-30%, the damage is 6d8 within a 30-ft. radius. If 31-60% its an explosion with a radius of 20ft and 6d10 of damage. If it's 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 into a random alternate universe. The Gate will only stay open for 1d4 hours, then collapse, causing massive damage within a roughly 100-mile radius unless stabilized with a DC 15 check.  
; Level 6: Entropic Flicker (Combat Gate Enhancement)
: Your '''Combat Gate''' feature is improved. When you use Combat Gate, you briefly flicker through multiple timelines. You gain '''Luck''' (roll 2d20, take the highest) on the next accuracy check or saving throw you make before the start of your next turn.


:: The range of the 'Into Nature' attack is 100ft, and the Nature Knight has to have line of sight. This requires a Standard Action and a Wisdom Check of D20. This can only be performed once per day.
; Level 10: Into the Maelstrom
: You unleash a localized storm of chaotic probability. As a '''Standard Action''', you roll a percentile die (d100) to determine the result (Wisdom Check vs DC 18):
:* '''1-30 (Implosion)''': Deals 6d8 gravity damage in a 20ft radius at a point you specify. This pulls all targets 10ft toward the center.
:* '''31-60 (Temporal Flash)''': All enemies in a 30ft radius must succeed on a Wisdom save (DC 14 + STR Mod + WIS Mod) or be '''Dazed''' for 1d4 rounds as they are overwhelmed by visions of alternate futures.
:* '''61-90 (Dimensional Surge)''': You and all allies within 30ft gain an additional Standard Action that can be utilized in the other combat group (Vanguard/Rearguard) this round.
:* '''91-100 (Grand Rift)''': A temporary two-way gate opens to a random alternate universe for 1 + 1d4 rounds. All combatants and objects within 50ft are sucked in unless they succeed on a Dexterity or Acrobatics saving throw (DC 20).
:* '''Frequency''': Once per day (twice at Character Level 20).


== Dreadnought ==
== Dreadnought ==
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|-
|-
| 1st ||Ability Surge, Fearless
| 1st ||Ability Surge, Ideology Bonus
|-
|-
| 2nd ||Well Grounded, Resolve
| 2nd ||Dreadnought’s Discipline (Choice), Well Grounded
|-
|-
| 3rd || Unhindered, Steamroller
| 3rd || Unhindered, Steamroller
|-
|-
| 4th || Ideology Talent
| 4th || Ideology Talent, Resolve
|-
|-
| 5th || Bonus Feat
| 5th || Bonus Feat
|-
|-
| 6th || Knockdown
| 6th || Dreadnought’s Discipline (Choice)
|-
|-
| 7th || Heavy Artillery
| 7th || Heavy Artillery
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| 8th || Greater Surge
| 8th || Greater Surge
|-
|-
| 9th || Tirelessly
| 9th || Tirelessly, Ideology Mastery
|-
|-
| 10th|| Finial Strike
| 10th|| Dreadnought’s Discipline (Choice)
|}
|}
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, different governments, religious groups, and various factions have followed the lessons learned to know what specific 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 different potentially sinister plans.
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 of its people, different governments, religious groups, and various factions have followed the lessons learned to know what specific exercise, diet, vitamin supplements, and even advanced 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 different, potentially sinister plans.


The term Dreadnought was coined at some point in history, and it has stuck for thousands of years. Likely because of the people that underwent these regimes became like the Dreadnought Spaceships used in war. Dreadnoughts are fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the "Walking Tank" 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.
The term Dreadnought was coined at some point in history, and it has stuck for thousands of years. Likely because the people who underwent these regimes became like the Dreadnought Spaceships used in war. Dreadnoughts are fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the "Walking Tank" 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, discipline, or some form of ideology. Usually swearing allegiance to a government or other type of faction.


Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.  
Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.  
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# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Constitution '''OR''' Path: Path of Strength '''OR''' Ability: Constitution Score 15+  '''OR''' Ability: Strength Score 15+
# Path: Path of Constitution '''OR''' Path: Path of Dexterity '''OR''' Ability: Constitution Score 15+  '''OR''' Ability: Strength Score 15+
# Ideology: At level one the Dreadnought must pick an Ideology to follow. (More on this in "Extra Info" and "Class Features" sections)
# Ideology: At level one, the Dreadnought must pick an Ideology to follow. (More on this in "Extra Info" and "Class Talents" sections)


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# Class: A Character with the Dreadnought cannot pick to the the Helix Warrior.  
# Class: A Character that is already a Helix Warrior cannot be a Dreadnought and vice versa.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
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<u>Ability Affinity</u>: Dexterity and Constitution
<u>Ability Affinity</u>: Dexterity and Constitution


<u>Class Skills</u>: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Profession]] (Wis)
<u>Class Skills</u>: The Dreadnought’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha/Str), [[Profession]] (Wis)


<u>Extra Info</u>: At first level the Dreadnought has to choose what ideology to follow.
<u>Extra Info</u>: At the first level, the Dreadnought has to choose what ideology to follow.


=== Dreadnought's Class Features ===
=== Dreadnought's Class Talents ===
----
----
The following class features pertain to the Dreadnought Advanced Class.


;Ability Surge
;Ability Surge
: Starting at Dreadnought 1st level, the Dreadnought'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 1 + Constitution Mod number of rounds. They also gain disadvantage 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]].  
: Starting at Dreadnought 1st level, the Dreadnought'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. Doing this takes a Simple action and provides a +4 to Strength Score and +2 Dexterity Score. They also gain advantage on Constitution saving throws but disadvantage on Wisdom saves. The also gain temporary hit points explained below. This lasts for 1 + Constitution Mod number of rounds. 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]].


: 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.
: 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.


;Fearless
;Dreadnought’s Discipline (Level 2 Choice)
: Started at 1st level, the Dreadnought is immune to fear effects.
: At '''2nd''' level, choose a Dreadnought Discipline which focuses your role in combat:
:; A) The Juggernaut:
:: You are the immovable wall of your squad. While your '''Ability Surge''' is active, you gain Damage Reduction (DR) equal to your Constitution Modifier. Gain Tactical Opportunity on all enemies within 30ft that attack your allies instead of you.
:; B) The Ravager:
:: You channel your raw power into devastating strikes. While your '''Ability Surge''' is active, you can choose to attack recklessly: your melee accuracy '''and''' damage gain an Advantage Die, but all attacks against you also gain an Advantage Die until your next turn. The threshold to trigger Extra Damage is reduced by 1.


;Well Grounded
;Well Grounded
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +2 bonus to save against being tripped, overrun, knocked prone. The Dreadnought gains an additional +2 for every Extra Damage the Character has.
: The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +2 bonus to save against being tripped, overrun, knocked prone. The Dreadnought gains an additional +1 for every Extra Damage the Character has.
 
;Resolve
: 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.


;Unhindered
;Unhindered
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;Steamroller
;Steamroller
: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.
: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. If successful earn a Bonus Attack Action or a Bonus Overrun Action if there is another enemy within run distance.


;Ideology Talent
;Ideology Talent
: This is a Talent that is provided by the Dreadnought'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.)  
: At '''4th''' level, the Dreadnought gains a talent based on their chosen Ideology. These talents often provide a combat benefit that synergizes with their chosen Discipline. (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.)  
 
;Resolve
: Beginning at 4th 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 both to resist Intimidation as well as perform [[Intimidate]] checks.


;Bonus Feat
;Bonus Feat
: The Dreadnought gains a Bonus Feat from one of the following categories: '''Misc Feats''', '''Combat Martial Arts''', '''Melee Weapon Combat'''
: The Dreadnought gains a Bonus Feat from one of the following categories: '''Utility Feats''', '''Combat Martial Arts''', '''Melee Weapon Combat'''


;Knockdown
;Dreadnought’s Discipline (Level 6 Choice)
:At 6th level and beyond, the Dreadnought, as a Standard Action, can perform the Tackle Advance Combat Technique with advantage, and if successful, can also perform a full (not Bonus) Melee attack on the same turn.
: At '''6th''' level, the Dreadnought refines their battlefield presence.
:; A) Living Shield:
:: As a Simple Action, you can place yourself in harm's way to protect a teammate. Until the start of your next turn, you can absorb half the damage of an attack meant for an adjacent ally. Whenever a Dreadnought character earns a Bonus Action they always have the option of Living Shield as a Bonus. This Bonus can be stashed and used as a reaction (an action out of the group/turn for the character) to any friendly combatant within the Dreadnought's Walk speed distance. If the Dreadnought does this they must move next to the ally they wish to defend.
:; B) Knockdown:
:: As a Standard Action, you can perform the Tackle Advance Combat Technique with advantage, and if successful, can also perform a Standard (not Bonus) Melee attack on the same turn. Also a Dreadnought can perform a Tackle from a stand still against an adjacent enemy.


;Heavy Artillery
;Heavy Artillery
: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.
:Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether she can wield them at all or if they are considered light weapons for the purpose of yielding it in an off hand.


;Greater Surge
;Greater Surge
: At 8th level, the Dreadnought can perform 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.
: At 8th level, the Dreadnought can perform an Ability Surge to a greater effect. Like Surge, but now the Dreadnought gains a +6 to Strength and +3 to Dexterity. And 3 * Dreadnought level worth of temporary health. Now when surging a Dreadnought can as a Free action choose to move from one Combat group to another, ie: from Vanguard to Rearguard or vice-versa.


;Tirelessly
;Tirelessly
: At 9th level, the Dreadnought calls upon their 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 considered a Simple Action.
: At 9th level, the Dreadnought calls upon their 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 considered a Simple Action.


;Finial Strike
;Dreadnought’s Discipline (Level 10 Choice)
: If they kill an enemy with a critical hit or perform a 'Coup de Grace' or perform Massive Damage (do damage equal to 50% or more of target health in a single round) 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 + Dreadnought's Constitution Mod times per day.
: At '''10th''' level, the Dreadnought reaches the pinnacle of their discipline.
:; A) Immovable Object:
:: Once per day, if an attack would reduce you to 0 or below HP, you drop to 1 HP instead and instantly trigger a free '''Surge''', doubling the Temporary HP gained from it. Also gain a '''Bonus Attack''' or '''Bonus Move''' Action that can done before the Dreadnought's normal turn.
:; B) Final Strike:
:: If you kill or knockout an enemy with either a critical hit, a 'Coup de Grace', or deal Massive Damage (damage equal to 50% or more of target health in a single round) to a target, you can freely '''Surge''' at the end of the turn and gain a Standard Action that can be utilized in the other combat group. If in Rearguard then they can use this action in the Vanguard group next turn before doing there normal turn in Rearguard. This action is '''only''' a Standard Action no Simple or Bonus actions. If already Surging, the surge round counter is reset. This can only happen 1 + Dreadnought's Constitution Mod times per day.


=== Dreadnought Ideologies ===
=== Dreadnought Ideologies ===
----
----
<u>Law and Order</u>
<u>Law and Order</u>
: 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 to 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 punish those that do not.  
: Associated with Lawful characters. You work for and follow the authority of the land.
 
:; Level 1 Bonus (Intuition):
:Bonus: '''Intuition''': The Dreadnought gains [[Sense_Motive|Sense Motive]] as a class skill. If already a class skill it gains a Rank.
:: You gain [[Sense Motive]] as a Class Skill (or +1 Rank). You gain an Advantage on [[Diplomacy]] checks when dealing with law enforcement or government officials.
: Bonus Talent - '''I Am The Law!'''
:; Level 4 Talent (Master Defender):
:: The Dreadnought gains the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals.
:: You gain a +1 AC bonus whenever you fight defensively or take the total defense action. '''Synergy:''' If you are a '''Juggernaut''', this bonus increases to +2.
 
:; Level 9 Mastery (I Am The Law!):
: Bonus Talent - '''Master Defender'''
:: You gain the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals, allowing you to bypass typical bureaucratic hurdles.
::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.


::The bonus increases to +2 at '''7th''' level.
<u>Life Above All</u>
 
: Associated with Good characters. You value the life of others greatly; killing is a last resort.
<u>Life above all</u>
:; Level 1 Bonus (Big Heart):
: Associated with Good and Neutral Good characters Dreadnoughts who are under this ideology value the life of others greatly. Killing is a last resort option when preforming their duties. Normally these Dreadnoughts either no longer serve a country or are serving for a religious or equally minded institution.  
:: You gain [[Treat Injury]] as a Class Skill (+1 Rank). You gain an Advantage on [[Diplomacy]] checks when attempting to de-escalate or avoid violence.
 
:; Level 4 Talent (Helping Hands):
:Bonus: '''Big Heart''': 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.  
:: You gain a +1 Misc bonus to [[Treat Injury]]. You can stabilize a dying character as a Simple Action. '''Synergy:''' If you are a '''Juggernaut''', your *Living Shield* feature also grants the defended ally temporary HP equal to your Constitution modifier.
 
:; Level 9 Mastery (Pacifist's Resolve):
: Bonus Talent - '''Helping Hands'''
:: You take no penalties for dealing non-lethal damage with lethal weapons. If you successfully knock an enemy out non-lethally or use diplomacy to end a fight, you gain another Standard Action that can be done outside the Character's group.
:: At 4th level the Dreadnought gains [[Treat_Injury|Treat Injury]] as a class skill. If already a class skill at a Rank. At 7th add +1 Misc bonus to [[Treat_Injury|Treat Injury]].


<u>Duty and Doctrine</u>
<u>Duty and Doctrine</u>
: 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.
: Associated with Lawful characters. You follow commands no matter how brutal, often as a zealot for a cause.
 
:; Level 1 Bonus (Indoctrination):
:Bonus: '''Indoctrination''': An advantage bonus to Int and Wis Modifiers when defending against [[Bluff]], [[Diplomacy]], [[Intimidate]] checks.  
:: You gain [[Knowledge]] Culture as a Class Skill (+1 Rank). You gain an Advantage on saving throws against [[Bluff]], [[Diplomacy]], and [[Intimidate]] checks.
 
:; Level 4 Talent (Unshakable Faith):
:Bonus Talent - '''Civics Class'''
:: You gain an Advantage on saving throws against mind-affecting Techniques or psionics. '''Synergy:''' If you are a '''Ravager''', your reckless attacks gain Advantage DIe on damage roles against enemies that have damaged an ally this combat.
:: At 4th level, the Dreadnought gains the [[Knowledge]] Civics as a Class skill. If already a class skill this gets +1 Rank. At 7th level this gains a +1 misc bonus to this skill.  
:; Level 9 Mastery (Zealot's Surge):
:: Your trance is unbreakable. While '''Ability Surge''' is active, you are immune to the [[Conditions#Shaken|Shaken]], [[Conditions#Confused|Confused]], and [[Conditions#Frightened|Frightened]] conditions.


<u>Survival of the Fittest</u>
<u>Survival of the Fittest</u>
: Associated with Chaotic Characters as well as Chaotic Natural or Chaotic Evil. A Dreadnought under this ideology seams to understand and except the 'Natural Order of Things' 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'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.  
: Associated with Chaotic or Neutral characters. You believe only the strong are meant to survive.
 
:; Level 1 Bonus (Self-Sufficient):
:Bonus: '''Self Sufficient''': The Dreadnought gets a Misc +1 bonus too the [[Survival]] skill.
:: You gain [[Survival]] as a Class Skill (+1 Rank). You require half the normal amount of food and sleep to prevent the [[Conditions#Fatigued|Fatigued]] condition.
 
:; Level 4 Talent (Thick Skinned):
:Bonus Talent - '''Damage Reduction'''
:: You gain +1 Damage Reduction (DR) permanently. '''Synergy:''' If you are a '''Juggernaut''', this stacks with your surge DR. If you are a '''Ravager''', your melee attacks ignore 1 point of enemy DR.
:: Starting at 4th level, the Dreadnought gains +1 DR. This is increased to +2 DR at 7th level.
:; Level 9 Mastery (Primal Recovery):
:: While your '''Ability Surge''' is active, you regain 1d4 temporary HP at the start of each of your turns as your body forcefully knits itself back together.


<u>Vigilante</u>
<u>Vigilante</u>
: 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 "The System". The Dreadnought believes that they justified in going against the norm 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 "Robin Hoods" of space.
: Associated with Chaotic characters. You take extreme measures to change the system for the better.
 
:; Level 1 Bonus (Justifying Reasoning):
:Bonus: '''Justifying Reasoning''': The Vigilante Dreadnought gets the [[Knowledge]] Current Events as a class skill with a Misc +1 bonus too it automatically.
:: You gain [[Knowledge]] Current Events as a Class Skill (+1 Rank). You gain an Advantage on [[Intimidate]] and [[Stealth]] checks when dealing with corrupt officials or known criminals.
 
:; Level 4 Talent (Reckless Behavior):
: Bonus Talent - '''Reckless Behavior'''
:: You gain the Reckless Behavior Talent from the Starfighter class.
:: Gain the Reckless Behavior Talent from the Starfighter's Class Features.
:; Level 9 Mastery (Crowd Control):
:: When you are adjacent to two or more active enemies, your melee accuracy checks gain an Advantage Die. '''Synergy:''' If you are a '''Ravager''', this stacks with your reckless attack advantage (max 3 Advantage Dice).


== Engineer ==
== Engineer ==
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|-
|-
|1st||Quick Construction<br \>Professional Repair
|1st||Quick Construction, Professional Repair, <br />Extra-Curricular Training I
|-
|-
|2nd|| Beyond the Specifications  
|2nd|| Beyond the Specifications  
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|4th||Overload
|4th||Overload
|-
|-
|5th||Bonus Feat<br />Improved Quick Construction
|5th||Bonus Feat, Improved Quick Construction, <br />Extra-Curricular Training II
|-
|-
|6th||Beyond the Specifications Improved<br \>Engineer's Eye
|6th||Beyond the Specifications Improved, <br />Engineer's Eye
|-
|-
|7th||Combat Mechanics Training
|7th||Combat Mechanics Training
|-
|-
|8th||Extra Curricular Training
|8th||Reconfigure Weapon Improved
|-
|-
|9th||Trained Professional
|9th||Trained Professional, <br />Extra-Curricular Training III
|-
|-
|10th||Engineering Miracle
|10th||Engineering Miracle
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<u>Class Skills</u>: 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)
<u>Class Skills</u>: 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)


=== Engineer's Class Features ===
=== Engineer's Class Talents ===
----
----
;Extra-Curricular Training
: At '''1st''', '''5th''', and '''9th''' level, the Engineer selects a specialized track of study that defines their practical role in the field. Picking the same track multiple times unlocks higher-tier benefits (Novice -> Intermediate -> Master).
==== Course: The Field Tuner (Combat Support) ====
*Focus: Keeping the squad's gear and bodies at peak efficiency.*
:; Novice (Level 1): Patch Job
:: Your `Professional Repair` in combat grants the target a +1 AC bonus for 3 rounds in addition to healing damage. You gain [[Treat Injury]] as a Class Skill (+1 Rank).
:; Intermediate (Level 5): Combat Calibration
:: You have learned to tune gear under fire. You can use the `Beyond the Specifications` feature on an adjacent ally’s gear as a '''Simple Action''' rather than a Standard Action.
:; Master (Level 9): Overclock
:: Once per day, as a Standard Action, you "Overclock" the gear of all allies in your group (Vanguard or Rearguard). For 1 minute, their weapons gain advantage die for damage and their armor grants +2 DR.
==== Course: The Tactical Saboteur (Combat Control) ====
*Focus: Disrupting enemy technology and controlling the battlefield.*
:; Novice (Level 1): Combat Demolitions
:: You gain `Demolitions` as a Class Skill (+1 Rank). You gain an Advantage on accuracy checks when throwing grenades or using specialized explosives. Additionally, you can prime a grenade or explosive device as a '''Free Action''' rather than a '''Simple Action'''.
:; Intermediate (Level 5): System Shock
:: Your `Overload` deals an additional +1d6 damage. Targets hit by the explosion must make a Wisdom save (DC 10 + 1/2 Engineer level + Int Mod) or be [[Conditions#Shaken|Shaken]] for 1d4 rounds.
:; Master (Level 9): Blackout
:: You can use `Computer Use` to remotely "Hack" an enemy’s active gear (Power Armor, Force Fields, or Robots) within 60ft. On a success (DC 20), the device is completely disabled for 1d4 rounds.
==== Course: The Master Architect (Industrial Utility) ====
*Focus: Long-term upgrades, crafting, and spaceship management.*
:; Novice (Level 1): Industrial Efficiency
:: You gain the [[Jerry Rigging]] feat for free. You reduce the material cost of crafting General Equipment by an additional 25%.
:; Intermediate (Level 5): Field Up-Tech
:: You can "Up-Tech" any item to your current Tech Level in the field without a professional lab. You gain an Advantage Die on all spaceship `Boost` checks.
:; Master (Level 9): Permanent Revision
:: You can make one `Beyond the Specifications` boost permanent on a single item. This consumes one of the item's "Masterwork" slots. You can also repair spaceship "Battle Damage" in half the normal time.
----
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+Table: Professional Repair
|+Table: Professional Repair
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: At Engineer '''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 a General Equipment item, the Engineer reduces the building time by 1/2.  
: At Engineer '''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 a General Equipment item, the Engineer reduces the building time by 1/2.  


: At '''5th''' level, the Engineer reduces the building time of ordinary objects and masterworked objects by half.
: At '''5th''' level, the Engineer reduces the building time of ordinary objects to 1/4 and masterworked objects by half.


;Professional Repair
;Professional Repair
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; Overload
; Overload
: At '''4th''' level and beyond, the Engineer as a standard action, can cause a short in an electronic device they are adjacent too. This includes any ranged or melee weapon that does not possess the Kinetic Arch-Type. This makes the target of the overload nonfunctional. If the device is designed to be tamper-proof such as a Lock then it cannot be a target. Like-wise anything that is sentient can also not be a target. If the target is being held by an enemy the item must first be taken from them, please review the [[Techniques#Combat_Techniques|Disarm]] technique. The Engineer doesn't need to roll if all they want to do is temporarily disable the device. The device is disabled for Int Mod number of rounds. However, the Engineer can attempt to make an improved explosive with a DC15 (Craft Electronic). The overload can become an electronic explosive Device. It must be used by the next round of combat or within roughly 3 seconds and causes 1d6+Int Mod of Electronic Damage. The range is 5ft circle from the square it lands on. At '''6th''', '''8th''' and '''10th''' level the damage increases by +1d6.  
: At '''4th''' level and beyond, the Engineer as a standard action, can cause a short in an electronic device they are adjacent to. This includes any ranged or melee weapon that does not possess the Kinetic Arch-Type. This makes the target of the overload nonfunctional. If the device is designed to be tamper-proof, such as a lock, then it cannot be a target. Like-wise anything that is sentient can also not be a target. If the target is being held by an enemy the item must first be taken from them, please review the [[Techniques#Combat_Techniques|Disarm]] technique. The Engineer doesn't need to roll if all they want to do is temporarily disable the device. The device is disabled for Int Mod for several rounds. However, the Engineer can attempt to create an improved explosive with a DC 15 (Craft (Electronic). The overload can become an electronic explosive Device. It must be used by the next round of combat or within roughly 3 seconds, and causes 1d6+Int Mod of Electronic Damage. The range is 5ft circle from the square it lands on. At '''6th''', '''8th''' and '''10th''' level the damage increases by +1d6.  


; Bonus Feat
; Bonus Feat
: At '''5th''' level the Engineer can gain a Bonus Feat for free and can pick from the following categories: '''Path Plus''', '''Misc Feats''', '''Melee Weapon Combat''', '''Ranged Combat''', '''Space Ship Operations'''.
: At '''5th''' level, the Engineer can gain a Bonus Feat for free and can pick from the following categories: '''Utility Feats''', '''Proficiency Tree ''', '''Ranged Combat'''


; Engineer's Eye
; Engineer's Eye
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; Combat Mechanics Training
; Combat Mechanics Training
: 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.  
: At '''7th''' level, the Engineer can choose to take an upgrade to either the Melee, Ranged or Armor Proficiency Tree regardless of whether it takes 1 or 2 points. Or the Engineer can choose to take the [[Power_Armor_Expert|Power Armor Expert]] Feat.  


: Effects on Space Ships. An engineer can perform 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 roundup.
: Effects on Space Ships. An engineer can perform the Boost effect on any system of their 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 roundup.


; Combat Mechanics Training
; Reconfigure Weapon Improved
: At '''7th''' level, the Engineer can choose to take an upgrade to either the Melee, Ranged or Armor Proficiency Tree regardless if it takes 1 or 2 points. Or the Engineer can choose to take gain the [[Power_Armor_Expert|Power Armor Expert]] Feat.
: At '''8th''' level, the Engineer can now Reconfigure a weapon in 1 minute instead of 1 hour. Additionally, when reconfiguring a weapon, they can choose to grant it one temporary "Combat Attribute" from the [[Weapons#Combat_Attributes|Weapon Attributes]] list for 1 hour.
 
; Extra-Curricular Training
: At '''8th''' level, the Engineer completes extra training beyond his or her normal education. The Engineer can choose what they have focused on.
:* '''Software Engineering''': The Engineer gets a +1 Misc Bonus to [[Computer_Use|Computer Use]] and the '''Quick Construction''' talent now applies to virus crafting.
:* '''Electrical Engineering''': The Engineer gets a free Rank in Craft [[-_Electronic|Electronic]]s. The Engineer picks a 'favored' 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 1 round of combat or under 1 minute in real time. If in combat, the Engineer must roll an Intelligence check of DC12 or else that round is wasted. The Engineer can keep trying until it is complete.
:* '''[[-_Mechanical|Mechanical]] Engineering''': The Engineer gets a free Rank in Craft Mechanics. This is also just like Electrical Engineerin,g except the General Equipment item requires Mechanics instead of [[-_Electronic|Electronic]]s.


; Trained Professional
; Trained Professional
: A '''9th'''-level Engineer can perform complicated tasks as free actions after completing an Intelligence check.
: A '''9th''' level Engineer can perform complicated tasks as free actions after completing an Intelligence check.


: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make an Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.
: During any round in which the Engineer uses the [[Computer_Use|Computer Use]], Craft, [[Disable Device]], or Repair skill, he can first make an Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.
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! 3rd
! 3rd
|-
|-
|1st ||Plenipotentiary Privileges, Stipend || 2 || - || - || -  
|1st || Plenipotentiary Privileges, Stipend || 2 || - || - || -  
|-
|-
|2nd ||Open arms || 2 || 1 || - || -  
|2nd || Open Arms, Intuitive || 2 || 1 || - || -  
|-
|-
|3rd || Intuitive || 3 || 1 || 1 || -
|3rd || Diplomatic Style Combat Feature || 3 || 1 || 1 || -
|-
|-
|4th || Cultural Expert || 3 || 2 || 1 || -
|4th || Cultural Expert || 3 || 2 || 1 || -
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|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1
|6th || Slave too Bureaucracy  || 4 || 3 || 2 || 1
|-
|-
|7th ||Upper Management || 5 || 3 || 3 || 2  
|7th || Restricted Access, <br /> Diplomatic Style Combat Feature || 5 || 3 || 3 || 2  
|-
|-
|8th || Upper Management || 5 || 4 || 3 || 2  
|8th || Upper Management || 5 || 4 || 3 || 2  
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|9th || Select Consuls || 6 || 4 || 4 || 3  
|9th || Select Consuls || 6 || 4 || 4 || 3  
|-
|-
|10th || Demanding Presence || 6 || 5 || 4 || 3
|10th || Diplomatic Style Combat Feature || 6 || 5 || 4 || 3
|-
|-
| style="font-size:70%;align="left" colspan="7" | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
| style="font-size:70%; text-align:left;" colspan="7" | *Level 0 Techniques can be performed at will with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
|}
|}


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. Envoys 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 a compromise to avoid an otherwise ugly confrontation both for herself and for others. The Envoy will attempt all this without compromising their integrity or betraying the trust placed in them as representatives of factions, nations, worlds, whole civilizations.
Ambassadors, Diplomats, Dignitaries, Consultants, Legats, Emissaries, etc. can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as those between individuals and as large as those between whole nations or civilizations. Envoys 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 a compromise to avoid an otherwise ugly confrontation both for herself and for others. The Envoy will attempt all this without compromising their integrity or betraying the trust placed in them as representatives of factions, nations, worlds, or whole civilizations.


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.
An Envoy chooses a faction, nation, or some other type of recognized group to swear allegiance to. As long as that Envoy does not fail to represent her faction, then she is entitled to privileges beyond the rights of ordinary citizens.
Choose the Envoy if you want a character who excels at negotiations, political leverage, and self-preservation, focusing on targeted utility and group protection.


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.
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)]].
 
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.
 
 
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 conceivable.
 
'''<u>Requirements</u>''': To qualify to become an Envoy, a character must fulfill the following criteria.


'''<u>Requirements</u>''':
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Charisma '''OR''' Ability: Charisma Score 15+ '''OR''' Ability: Wisdom Score 15+ with Charisma score of 12+
# Path: Path of Charisma '''OR''' Ability: Charisma Score 15+ '''OR''' Ability: Wisdom Score 15+ with Charisma score of 12+
# 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).
# Allegiance: You must pledge primary allegiance to a faction or group. (See Envoy's Allegiances below).


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# Feats: The Envoy cannot use Power Armor.
# Feats: The Envoy cannot use Power Armor.
# Weapons: The Envoy cannot use melee/martial weapons with advantage
# Weapons: The Envoy cannot gain advantage when using Melee/Martial weapons.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
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<u>Ability Affinity</u>: Charisma and Wisdom  
<u>Ability Affinity</u>: Charisma and Wisdom  


<u>Class Skills</u>: 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).
<u>Class Skills</u>: [[Bluff]] (Cha/Int), [[Diplomacy]] (Cha/Wis), [[Profession]] (Wis), [[Sense_Motive|Sense Motive]] (Wis). Choose Any Two [[Knowledge]] Skills(Int), [[Study]] (Int).


<u>Technique Ability Affinity</u>: 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.  
<u>Technique Ability Affinity</u>: The Envoy uses Charisma or Wisdom for their Techniques (shared with the Field Officer).


<u>Feat Bonuses</u>: [[Leadership]]
=== Envoy Class Talents ===
----


<u>Extra Info</u>: 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.
; NOTE: Upon becoming an Envoy, the Player must choose their '''Diplomatic Path''': The '''Emissary''' or The '''Broker'''. This choice provides minor differences to utility features and more unique differences for combat abilities.


=== Envoy's Class Features  ===
; Plenipotentiary Privileges
----
: At '''1st''' level, if you are arrested for a crime, you can make a [[Diplomacy]] check to invoke your diplomatic credentials and bypass standard punishment. 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'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.
;Plenipotentiary Privileges
:* '''The Emissary''': Gain an '''Advantage Die''' on the check if the crime is bureaucratic, political, or a public misunderstanding.
: Starting at Envoy '''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'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.
:* '''The Broker''': Gain an '''Advantage Die''' on the check if the crime involves smuggling, illegal technology, or black-market dealings.
: 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.


;Stipend
; Stipend
: 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 gain a [[Profession]]'s Rank increase of +1 which includes a Credit Score of +1 and a bonus of $2,000 credits per Envoy level.
: At '''1st, 4th, 7th, and 10th''' level, you gain a [[Profession]] rank increase of +1 and a bonus of $2,000 ISC per Envoy level.


;Open Arms
;Open Arms
: 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.
: Beginning at '''2nd''' level, the Envoy is skilled at initiating peaceful negotiations. The Diplomat may add '''both''' their Wisdom Modifier and Charisma Modifier to [[Diplomacy]] checks instead of choosing. She can also add a competence bonus equal to one-half her Envoy class level, rounded down, on all [[Diplomacy]] checks.


;Intuitive
; Intuitive
: Started at '''3rd''' level, the Envoy gains an advantage to [[Sense_Motive|Sense Motive]] checks.
: At '''2nd''' level, you gain an '''Advantage Die''' on all [[Sense_Motive|Sense Motive]] checks.


;Cultural Expert
;Diplomatic Style Combat Feature
: At '''4th''' level, the Envoy'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.
: At '''3rd''' level you gain your first Combat Specific Class Feature based on your Diplomatic Style.


;Bonus Feat
; Cultural Expert
: At '''5th''' level, the Envoy gets a free Bonus Feat. All rules still apply the Character has to be eligible to acquire the feat.  
: At '''4th''' level, the Envoy's abilities and profession lead them to a better understanding of common cultures. If [[Knowledge]] Culture is not a choice Class skill, make it one now with an additional +1 rank. If it is already a Class skill, provide +2 to its Rank. Player's may disregard the Skill level limit rules in this case.
 
; Bonus Feat
: At '''5th''' level, the Envoy gets a free Bonus Feat. All rules still apply; the Character has to be eligible to acquire the feat. They are in the '''Utility''' category and '''Techniques''' sub-category.


;Slave too Bureaucracy  
; Slave to Bureaucracy
: 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 quickly identify legal, government or other forms of official documentation and paperwork. She can more easily detect 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.
: At '''6th''' level, you become a master of navigating (or bypassing) paperwork. You gain an '''Advantage Die''' when identifying the origin and authenticity of official documents.
:* '''The Emissary''': You reduce the time and cost required to procure official permits, meetings, or documents by half.
:* '''The Broker''': You gain an additional '''Advantage Die''' when attempting to forge or falsify official documents.


; Restricted Access
; Restricted Access
: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 galactic empire. She gains a +2 Misc bonus on [[Study]] checks.
: At '''7th''' level, you gain clearance to access classified information from sources that recognize your allegiance. You gain a '''+2 Misc bonus''' on [[Study]] checks.
:* '''The Emissary''': Your access extends to high-tier government and corporate archives.
:* '''The Broker''': Your access extends to criminal underworld networks and black-market ledgers.


;Upper Management
; Upper Management
: At '''8th''' level, the Envoy gains the [[Manager]] feat for free.
: At '''8th''' level, the Envoy gains the [[Leadership]] feat for free. If the Envoy already has Leadership, then gain the [[Manager]] feat for free. If both are already acquired, gain Misc Bonus equal to 1/2 Envoy level to all assistance checks.


;Select Consuls
; Select Consuls
:At '''9th''' level, the Envoy may appoint some individuals equal to her Charisma bonus as “consuls” or “attachés.” These appointed individuals gain all the benefits of 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" privileges.
: At '''9th''' level, you may appoint individuals (equal to your Charisma bonus) as "Consuls." They gain the benefits of your Diplomatic Immunity and Restricted Access features while under your protection.


;Demanding Presence
=== Diplomatic Style Combat Features ===
: At '''10th''' level the Envoy can use their years of experience, their connections, or lastly just their 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'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't go away. The turn counter of 1d6 turns doesn'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.
At '''1st''' level, you must choose your Diplomatic style, along with Alliance. Here are combat-related Class Talents for the Diplomatic Style of your choice, either Emissary or Broker.
 
==== The Emissary ====
Focus: De-escalation, Sanctuary, and Group Protection.
 
; Level 3: Diplomatic Immunity
: You can force a temporary pause in hostilities.
: '''Action''': Standard Action.
: '''Effect''': You declare sanctuary for your combat group (Vanguard or Rearguard). For 1 round, any enemy attempting to attack you or an ally in your group must succeed on a Wisdom save (Dimensional DC). If they fail, they must choose a target in the other group or lose their attack entirely.
 
; Level 7: Ceasefire
: You can use your authority to halt an enemy's momentum.
: '''Action''': Reaction.
: '''Effect''': When an enemy targets you or an adjacent ally, you may "Pull Rank." The enemy must succeed on a Wisdom save (Dimensional DC) or their Standard Action is canceled for that turn.
 
; Level 10: Aura of Authority
: Your presence is so overwhelming that enemies find it difficult to act against you.
: '''Action''': Passive.
: '''Effect''': Enemies within 30ft take a '''Disadvantage Die''' on all accuracy checks and Technique checks targeting you or any ally within your combat group.
 
==== The Broker ====
Focus: Leverage, Exploitation, and Targeted Debuffs.
 
; Level 3: Find the Flaw
: You read the weaknesses in an enemy's posture and gear.
: '''Action''': Simple Action.
: '''Effect''': Perform a Sense Motive check against an enemy's AC. If successful, you or one designated ally (such as a Select Consul) gain an '''Advantage Die''' and ignore the target's Damage Reduction (DR) on the next attack against them.
 
; Level 7: Psychological Pressure
: You use leverage or threats to break an opponent's resolve.
: '''Action''': Standard Action.
: '''Effect''': You verbally target an opponent within 30ft. They must succeed on a Wisdom save (Dimensional DC) or become '''Shaken''' for 1d4 rounds and take double damage from the next attack that successfully hits them.
 
; Level 10: Puppet Master
: You have gained enough leverage to dictate an enemy's actions.
: '''Action''': Reaction.
: '''Effect''': You designate one enemy as your "Asset." When the Asset targets an ally with an attack, you may force them to re-roll the accuracy check and take the lower result, or force them to move up to 15ft in a direction of your choice before the attack resolves.
: '''Frequency''': 1 + Charisma Mod per day.


=== Envoy's Allegiances ===
=== Envoy's Allegiances ===
----
----
<u>Corporation[s] Entity</u>
<u>Corporation[s] Entity</u>
:Corporation or group/federation of corporations can be big enough to have the galactic influence they may have Envoys on their side. Not too be mistaken with a lobbyist who focuses there attention solely on influencing local governments. Envoy'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 an 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. Envoys ensure that conflicts of any kind do not get in the way of Corporation goals.  
:Corporation or group/federation of corporations can be big enough to have the galactic influence they may have Envoys on their side. Not too be mistaken with a lobbyist who focuses there attention solely on influencing local governments. Envoy'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 an 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. Envoys ensure that conflicts of any kind do not get in the way of the Corporation's goals.  


:Bonus: '''Insider Knowledge''': A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personnel. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also receives the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.
:Bonus: '''Insider Knowledge''': A bonus too [[Diplomacy]] and [[Intimidate]] checks equal to the Envoy Class level when dealing with any Corporation personnel. An advantage bonus too [[Computer_Use|Computer Use]] checks when attempting to get information from a computer owned by a corporation. The class also receives the [[Knowledge]] Business as a Class skill and gets a Misc +2 bonus too it.


<u>Small to Medium Sized Government</u>
<u>Small to Medium Sized Government</u>
: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 regarded as very powerful. Envoy's that work for these governments would like to 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.
: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-known. However, locally they would be regarded as very powerful. Envoy's that work for these governments would like to be used to expand their influence beyond the systems they control. Because of their smaller size, most Envoys would likely swear allegiance, hoping to move quickly up the ranks. With less competition than in other sectors, smaller governments provide more opportunities.


:Bonus: '''Ambitious''': The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gains an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy even gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.
:Bonus: '''Ambitious''': The Envoy is more likely to get promoted. Advantage bonus too [[Profession]] checks. The Envoy also gains an advantage bonus to the [[Intimidate]] checks when dealing with government agencies. The Envoy even gets [[Knowledge]] Local as a class skill with a Misc +2 to the skill.


<u>Large or Empire Government</u>
<u>Large or Empire Government</u>
:There are many empires that have exists or still exist in the galaxy. The Ring of Life is massive and spacious and has afforded 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. Their uses vary from internal affairs of state to problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes between nations. Secretly invigorate ill will in another countries weaker planets. All for the sake of maintaining and strengthening the Empire.  
:There are many empires that have existed or still exist in the galaxy. The Ring of Life is massive and spacious and has afforded 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. Their uses vary from internal affairs of state to problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes between nations. Secretly incite ill will in other countries' weaker planets. All for the sake of maintaining and strengthening the Empire.  


:Bonus: '''Powerful connections''': 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 "Diplomatic Immunity" table. The class also receives 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.  
:Bonus: '''Powerful connections''': The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 to all the DCs associated with the "Diplomatic Immunity" table. The class also receives the [[Knowledge]] Civics as a Class skill and gets a Misc +2 bonus to it. The Envoy also gets an advantage +2 to [[Intimidate]] checks when dealing with government agencies.  


<u>Religious Institution</u>
<u>Religious Institution</u>
: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 their 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 know 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.
:Most religions are only popular locally 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 their peaceful arm. A religious group may be concerned that its followers are not receiving the attention they need from the government, or afraid that a powerful megacorporation will act without considering the people it will affect. When this is the case, religions often use Envoys to make their will known to the people, governments, and corporations. Sometimes, Envoys are sent to work in secret, while others walk openly and proudly about their faith. Envoys would likely swear an alliance solely because their convictions are true.


:Bonus: '''Strong Convictions''': The Envoy who swears alliance to a religious institution has 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.
:Bonus: '''Strong Convictions''': The Envoy who swears allegiance to a religious institution has 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.


<u>Crime Syndicate</u>
<u>Crime Syndicate</u>
: You represent the will of a powerful syndicate. Many powerful individuals within organized crime use someone other than 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 'Boss' 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 'Family' or 'Business' is always seen as important, respected, official. No funny business too see here.  
: You represent the will of a powerful syndicate. Many powerful individuals in organized crime use others to represent their wishes within the governments they operate in. 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 their own ambitions. When working for a Crime Syndicate, an Envoy is expected to get people out of jail when they most certainly deserve to be there; they are also expected to provide inside information to the 'Boss' or whoever they report to. The Envoy may smuggle money from less official channels into more official ones and whine and dine with the elite of society to make sure 'Family' or 'Business' is always seen as important, respected, and official. No funny business to see here.  


: Bonus: '''Corruption''': Instantly start off with $20,000 credits. Gain an advantage when using the Plenipotentiary Privileges talent. Replace the '''Upper Management''' talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check.  
: Bonus: '''Corruption''': Instantly start off with $20,000 credits. Gain an advantage when using the Plenipotentiary Privileges talent. Replace the '''Upper Management''' talent with Well Informed. This provides an advantage bonus when using the [[Diplomacy]] Gather Information skill check.  


<u>Rebel Cause</u>
<u>Rebel Cause</u>
: At some point, we all have to choose. Some simply see the horror in the Ring and must do something about it. Sometimes the person that makes that choice is a charismatic individually with leadership written on there face. However, they were late to the movement. There already is a leader. But what about a spokesperson? 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 the bottom but still powerful and respected that could reach out to the 'enemy' and find common ground. Either it is to discuss hostage release or to build a foundation towards peace. An Envoy who dedicates herself to a Rebel cause will become its leader's right hand, and you will become a powerful force for change.  
: At some point, we all have to choose. Some simply see the horror in the Ring and must do something about it. Sometimes, the person who makes that choice is a charismatic individual with leadership written on their face. However, they were late to the movement. There already is a leader. But what about a spokesperson? What about the person who 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 the bottom, but still powerful and respected, who could reach out to the 'enemy' and find common ground. Either to discuss hostage release or to build a foundation for peace. An Envoy who dedicates herself to a Rebel cause will become its leader's right hand, and you will become a powerful force for change.  


: Bonus: '''Rebel''': Loose 1/2 your credit score. Take disadvantage on the Plenipotentiary Privileges talent. Replace 'Stipend' with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.
: Bonus: '''Rebel''': Loose 1/2 your credit score. Take advantage of the Plenipotentiary Privileges talent. Replace 'Stipend' with Negotiator. This provides +1 Misc score to either [[Diplomacy]], [[Bluff]], [[Intimidate]], [[Sense_Motive|Sense Motive]] at 1st, 4th, 7th, and 10th level.


== Electro-Mancer ==
== Electro-Mancer ==
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! 5th
! 5th
|-
|-
|1st|| Electric Attack<br />Sixth Sense (1d4)|| 2 || 1 || - || - || - || -
|1st|| '''Electromancy Path Choice''', Electric Attack (1d4), Sixth Sense|| 2 || 1 || - || - || - || -
|-
|-
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -
|2nd|| Transmutant/Savant Talent  || 2 || 1 || 1 || - || - || -
|-
|-
|3rd|| Electric Attack (1d6) || 3 || 2 || 1 || - || - || -
|3rd|| Electric Attack (1d6+1), Clever Crafting || 3 || 2 || 1 || - || - || -
|-
|-
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -
|4th|| Transmutant/Savant Talent || 3 || 2 || 2 || 1 || - || -
|-
|-
|5th|| Electric Attack (1d8)<br />Bonus Feat || 4 || 3 || 2 || 1 || - || -
|5th|| Electric Attack (1d8+2)<br />Bonus Feat || 4 || 3 || 2 || 1 || - || -
|-  
|-  
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -
|6th|| Transmutant/Savant Talent || 4 || 3 || 3 || 2 || 1 || -
|-
|-
|7th|| Electric Attack (1d10) || 5 || 4 || 3 || 2 || 1 || -
|7th|| Electric Attack (1d10+3), Electrified Presence || 5 || 4 || 3 || 2 || 1 || -
|-
|-
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1
|8th|| Transmutant/Savant Talent || 5 || 4 || 4 || 3 || 2 || 1
|-
|-
|9th|| Electric Attack (1d12) || 6 || 5 || 4 || 3 || 2 || 1
|9th|| Electric Attack (1d12+4) || 6 || 5 || 4 || 3 || 2 || 1
|-
|-
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2  
|10th|| Transmutant/Savant Talent || 6 || 5 || 5 || 4 || 3 || 2  
|-
|-
| style="font-size:70%;align="left" colspan="8" | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
| style="font-size:70%; text-align:left;" colspan="8" | *Level 0 Techniques can be performed at will, with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
|}
|}
Some species are more excepting of in-plants and cybernetics then others. One such species, The Cryous, where at war and loosing fast. Desperate for a new form of super soldier they took advantage of there already existing sense of electromagnetism inherit in there species to create a unique kind 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.
Some species are more accepting of in-plants and cybernetics than others. One such species, the Cryous, was at war and losing fast. Desperate for a new form of super-soldier, they took advantage of the electromagnetism inherent in their species to create a unique kind of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into their bodies. This set is specifically designed to make the user aware of electromagnetism as if it were an additional sense, and can also gather energy in the form of electricity and manipulate it at a local scale.


With these super soldiers, the Cryous were able to overcome the massive numbers of ground troops that were 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's Great Ring of Life can enjoy this powerfully themed set of implants.
With these super soldiers, the Cryous were able to overcome the massive numbers of ground troops deployed 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's Great Ring of Life can enjoy this powerfully themed set of implants.


Player'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.  
Choose the Electro-Mancer if you want to wield the power of lightning, producing shields, shocking enemies in close quarters, or overloading technology with your mind.


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)]] or the [[Future_Hero_Base_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]].


The fastest path into this Character Class is through the [[Future_Hero_Base_Class#Path_of_Intelligence_.28Smart_Hero.29|Path of Intelligence(Smart Hero)]].
'''<u>Requirements</u>''':
 
'''<u>Requirements</u>''': To qualify to become an Electro-Mancer, a character must fulfill the following criteria.
 
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Intelligence '''OR''' Path: Path of Dexterity '''OR''' Ability: Intelligence Score 15+ with Dex Score of 12+ '''OR''' Ability: Dexterity Score 15+ with Int Score of 12+
# Path: Path of Intelligence '''OR''' Path: Path of Dexterity '''OR''' Ability: Intelligence Score 15+ with Dex Score of 12+ '''OR''' Ability: Dexterity Score 15+ with Int Score of 12+


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# Character Class: Cannot also be a Shield Splicer
# Class: Cannot also be a Shield Splicer.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
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<u>Ability Affinity</u>: Intelligence and Dexterity  
<u>Ability Affinity</u>: Intelligence and Dexterity  


<u>Class Skills</u>: [[Computer_Use|Computer Use]](Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ], [[Knowledge]] (Pick two) (Int), [[Disable Device]](Int), [[Perception]] (Wis), [[Study]](Int)
<u>Class Skills</u>: [[Computer_Use|Computer Use]] (Int), Craft [ [[-_Electronic|Electronic]], [[-_Mechanical|Mechanical]] ] (Int), [[Disable Device]] (Int), [[Perception]] (Wis), [[Study]] (Int). Choose any two [[Knowledge]] (Int).


<u>Technique Ability Affinity</u>: The Electro-Mancer uses their Intelligence ability to preform [[Techniques|Techniques]].
<u>Technique Ability Affinity</u>: The Electro-Mancer uses their '''Intelligence''' ability to perform Techniques.


=== Electro-Mancer's Class Features ===  
=== Electro-Mancer's Class Talents ===
----
----
;Electric Attack (Ranged for Electric Savant, Melee for Electro Transmutant)
: Starting at Electro-Mancer '''1st''' level,  the Electro-Mancer gets an 'natural' 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 an Electric Savant or Electro Transmutant).
:; Electric Savant's Electric Attack:
:: This is considered a 'natural' 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)
:; Electro Transmutant Electric Attack:
:: 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'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.


: The damage dealt is 1d4 electric damage. At subsequent odd levels the Electric Savant improves there weapon damage by one die. '''3rd''' level it is 1d6, '''5th''' level it is 1d8, at '''7th''' level it is 1d10 and at '''9th''' level it is 1d12.  
; NOTE: At level 1, the Electro-Mancer must choose between the '''Electro Transmutant''' (Melee/Fast/Dexterous) or '''Electric Savant''' (Ranged/Smart/Intelligent) paths.


:: '''Side note''': If this technique is effected by the [[Talented]] feat then it is increased to 2d8 at '''12th''' level, 2d10 at '''16th''' level and 2d12 at '''20th''' level.
; Electric Attack
: Starting at '''1st''' level, you gain a natural attack manifested from your implants. This attack deals '''Electric damage''' and scales as you level up (see table). The type of attack (Ranged vs Melee) is dependent on the Player's choice between which Path they wish the Electro-Mancer to take.
The base Damage Die is 1d4. This attack benefits from Extra Damage and can be considered a Light Weapon for purposes of Off-Hand and Bonus Attacks rules. This weapon can be summoned or removed as a Free Action at any time.
:* '''Electric Savant''': This is a '''Standard Attack Action''' (Ranged, 100ft + 10ft per Int Mod). You use your '''Intelligence Modifier''' for accuracy and damage.
:* '''Electro Transmutant''': This is a '''Standard Attack Action''' (Melee). You use your '''Dexterity Modifier''' for accuracy and damage.
: At level 3, damage increases to 1d6+1. At level 5 to 1d8+2. At level 7 to 1d10+3. At level 9 to 1d12+4.
: '''NOTE''': The Savant/Transmutant has other bonuses for this Electric Attack.
: '''NOTE''': This can be affected by the '''Talented''' feat if chosen. If so, then follow these weapon die levelings: Character level '''12''': 2d8+6, '''15''': 2d10+8, '''18''': 2d12+10.


;Sixth Sense
; Sixth Sense
: At '''1st''' level, the Electro-Mancer gets a sixth sense for electromagnetic fields and all the things that can affect it. The DC for detecting electrically based traps, hidden doors and sensors are 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.
: At '''1st''' level, you are uniquely attuned to electromagnetic fields. You gain an '''Advantage Die''' on detection checks for electronic traps, hidden sensors, or data ports. Additionally, you can instantly tell if an electronic device within 30ft + 5ft per Int Mod is "On" or "Off" without a check.


;Bonus Feat
; Clever Crafting
: At '''5th''' level, the Electro-Mancer gains access to a Bonus Feat from one of the following categories: '''Misc Feats''', and if chosen Electric Savant '''Techniques''', if chosen Electro Transmutant '''Melee Weapon Combat''', '''Combat Martial Arts'''.
: Starting at '''3rd''' level the Electro-Mancer can perform Craft Electronic Checks with Luck. The Electro-Mancer can sacrifice a Level One Technique used for that day to re-roll any failed crafting attempt or Disable Device check.


==== Electro Transmutant ====
; Bonus Feat
----
: At '''5th''' level, gain a free Bonus Feat.
:: Recommended for a [[Character_Path#Path_of_Dexterity_.28Fast_Hero.29|Fast Hero]]. The close combat expert sacrifices Technique slots for better close combat abilities. Taking advantage of the electricity flowing through their bodies to increase there speed and reflexes.  
:* '''Electric Savants''': Choose from the '''Utility''' or '''Techniques''' categories.
:* '''Electro Transmutants''': Choose from the '''Tactical''' or '''Misc Feats''' categories.


:; Electrified Movement:
; Electrified Presence
:: On '''2nd''' level, the Electro Transmutant gains the ability to move at 10ft per 1/2 Transmutant level round down. They can also perform 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.  
: Starting at '''7th''' level the Electro-Mancer can unleash their electric powers to wow, stun and impress those around him by performing a show of electrical prowess. The Electro-Mancer can use either Intelligence or Dexterity in place of Strength when using the Intimidate skill. They can sacrifice a Level One Technique use for that day to gain Advantage, Level Two for 2 Advantages (+2AD), or a Level 3 use for (+3AD). A Character can only benefit up to 3 advantages at a time.


:; Improved Electric Attack:
=== Electromancy Path Choice ===
:: At '''4th''' 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.


:; Quicken Imbue Weapon:
==== Path of the Electro Transmutant ====
:: Starting at '''4th''', the Electro Transmutant can now cast Imbue Weapon as a 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 an 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.  
'''Focus''': Speed, Reflexes, and Close-Quarters Combat.


:: At '''8th''' level Imbue Weapon by default provides 1d8 extra damage. This still counts as its normal level Technique.
; Level 2: Electrified Movement
: Electricity flows through your muscles, granting preternatural speed. Your base speed increases by +10ft. Additionally, you may perform a '''Charge''' or '''Tackle''' technique even through difficult terrain or around corners.
: '''Cost''': You permanently sacrifice use of one Level 0 Technique. (You still know as many Techniques as the chart states, you just use fewer of them)


:; Magnetic Aim:  
; Level 4: Improved Electric Attack
:: Upon '''6th''' level, the Transmutant, using a '''2nd''' or '''3rd''' level Technique, can get an advantage bonus to any Melee/Ranged attack dealt for that round. The Transmutant can do this as many times as he has 2nd or 3rd level techniques. At '''10th''' level the Transmutant can also use '''4th''' and '''5th''' Techniques use per day to gain double advantage.
: Your melee electric strike becomes more versatile. You gain a [[Feats|Feat]] in the Two-Weapon Fighting track. You can choose to either increase the Critical Range by +1 or increase the base Critical Damage to 3x.
: '''Cost''': You permanently sacrifice use of one Level 1 and one Level 2 Technique slot.


:; Electrified Focus:  
; Level 6: Magnetic Aim
:: Starting on the '''8th''' level, the Transmutant gains the ability to perform an Extra Attack if one or more of his Melee attacks failed during a Full Around the 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's turn. The Electro Transmutant sacrifices a level 3 and 4 Technique use per day permanently.
: You use your electromagnetic sense to guide your strikes. This counts as a '''Free Action''' that consumes a use of a Level 2 or Level 3 Technique slot.
: '''Effect''': You gain an '''Advantage Die''' on all melee attacks made this round to both Accuracy '''and''' damage die. At level 10, you can spend a Level 4 or 5 slot to gain '''double Advantage'''. If the target you are hitting has any metal, then gain an additional Advantage Die; the maximum advantage someone can benefit from is x3.


:; Amp'ed Rage
; Level 8: Electrified Focus
:: on the '''10th''' level, the Transmutant imbues himself with a massive boost of electric energy that is almost overwhelming. He gains a +4 score to 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.
: Your reflexes allow you to capitalize on every opening. If you perform a '''Standard Attack Action''' and miss, you may consume the use of a level 3 or level 4 Technique slot to try again, this time with advantage.
: If you perform a check of any kind as a reaction, such as a saving throw, both in or out of combat, if you fail, you can choose to consume a Technique level 3 or 4 slot to try again with advantage.
: '''Cost''': You permanently sacrifice one level 2 and one level 3 Technique slot use.


==== Electric Savant ====
; Level 10: Amp'ed Rage
----
: You surge with overwhelming electrical power. As a '''Standard Action''' you spend time charging up all your electrically infused power. For a number of rounds equal to 1/2 your Electro-Mancer level, you gain '''+4 Dexterity''', '''+2 Strength''', and '''Temporary HP''' equal to your Electro-Mancer level + 2x (Dexterity + Intelligence Modifier). Bonus Advantage on all Dexterity Saving throws. Your Electric Attack Damage Die is increased by 1 level and it gains AP equal to your Character's Dex Mod. After the effect ends, you must roll a Constitution Save DC20 + Int Mod or become '''Fatigued'''. Your Character cannot do this while Fatigued or worse.
:: Recommended for a [[Character_Path#Path_of_Intelligence_.28Smart_Hero.29|Smart Hero]]. This talent tree helps improve Electro-Mancer's ranged Technique abilities.  
: '''Cost''': You permanently sacrifice one Level 4 and 5 Technique slot use.


:; Electric Savant in Training:
==== Path of the Electric Savant ====
:: Upon Electro-Mancer '''2nd''' 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.
'''Focus''': Ranged Techniques and Technological Integration.


:; Circuit Integration:  
; Level 2: Savant in Training
:: At '''4th''' 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.
: You gain the '''Technique Novice''' feat for free. If you already possess it, you gain '''Technique Advance''' instead and so on.


:; Electric Meditation:  
; Level 4: Circuit Integration
:: Starting at '''4th''' level, The Electric Savant performs a Standard Action to focus on electric energy. The Player rolls an Intelligence check, DC 15. If successful, the Savant gains an advantage bonus to all electronic-based checks and techniques, even including damage for the number of rounds equal to 1 + 1 for every 5 the Savant beats the DC.
: You can interface with technology wirelessly. You gain a '''+2 Misc bonus''' to [[Computer_Use|Computer Use]] and [[Decipher Script]]. Also, as a Simple Action even while in combat, you can access simple, non-secure electronic devices (cameras, door locks) wirelessly within 30ft +5 per Int Mod.


:; Advanced Electromancy:
; Level 6: Advanced Electromancy
:: At '''6th'''  level, the Electric Savant can 'Expand' a Technique by performing the Technique as if it were 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 by continuing to 'level up' the Technique.
: Automatically gain an additional slot for Level 1,2,3 Techniques. You can now "Expand" your techniques by using a higher-level slot. This grants one of the following:
::'''Note''': Performing a Technique 'as if it was a higher level' means that if the Technique was a level 1 technique, the Technique would be treated as if the Character was using an lvl 2 technique. Saying 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)
# Double the Damage/Effect
# Treated as a Simple Action
# Double range. (When increasing the range of a Technique with Range zero, this makes it a Technique with a Range equal to Character's Walk Speed.)
# Double the Duration.
# Change Damage type to Electric-Electric.
This can be stacked if slots are available. Also, this does not stack or work with Feats like Quicken or Split-Brain Coordination. The Player just has to declare they are 'Expanding' their Technique Action. All of those must be Standard Action unless the 'Expand' first is used to make the Technique a Simple Action.


:; Sheer Force:
; Level 8: Sheer Force
:: At '''8th''' level, the Electric Savant's natural Electric attack now has DR of Electric Savant's Intelligence mod (Max 5) and does x3 Critical Damage.  
: Your ranged '''Electric Attack''' becomes more piercing. Gain AP equal to your Intelligence Modifier (Max 5) and choose between Critical Range increase or Critical Damage base improved to x3.


:; Expert Electromancy:
; Level 10: Expert Electromancy
:: Starting at '''10th''' level, as a Standard Action, the Electric Savant can perform two techniques in one turn. The Savant can only do this twice a day. At Character level 15 3 times a day and at 20th level 4 times a day. Both techniques still require the use of a Technique slots and cannot both be performed if there are not enough uses available.
: Your mastery of techniques allows you to manifest multiple effects at once. You may perform two Techniques in a single '''Standard Action'''. Both techniques consume their respective slots. These Techniques can be affected by your 'Expand' ability. The Quicken or Split-Brain Coordination feat can still be activated.
: '''Frequency''': Twice per day (3x at Character Level 15, 4x at Character Level 20).


== Field Officer ==
== Field Officer ==
Line 850: Line 963:
! 3rd
! 3rd
|-
|-
|1st|| Leader of the Troops || 1 || - || - || -  
|1st|| Tactical Shift, Leader of the Troops (Dynamic)|| 1 || - || - || -
|-
|-
|2nd|| Encouraging Speech || 2 || - || - || -  
|2nd|| Protege || 2 || - || - || -
|-
|-
|3rd|| Uncanny Survival  || 2 || 1 || - || -  
|3rd|| Command Style || 2 || 1 || - || -
|-
|-
|4th|| Coordinate Attack || 2 || 1 || - || -  
|4th|| Battlefield Presence (Dynamic) || 2 || 1 || - || -
|-
|-
|5th|| Bonus Feat || 3 || 1 || - || -  
|5th|| Bonus Feat || 3 || 1 || - || -
|-
|-
|6th|| Inspiring Speech || 3 || 2 || 1 || -
|6th|| Uncanny Survival || 3 || 2 || 1 || -
|-
|-
|7th|| Protege || 3 || 2 || 1 || -  
|7th|| Command Style+ || 3 || 2 || 1 || -
|-
|-
|8th|| Commanding Presence || 4 || 3 || 1 || 1  
|8th|| Follow My Lead (Dynamic) || 4 || 3 || 1 || 1
|-
|-
|9th|| Follow My Lead || 4 || 3 || 2 || 1  
|9th|| Command Style+ || 4 || 3 || 2 || 1
|-
|-
|10th|| Tactical Master || 4 || 3 || 2 || 1  
|10th|| Tactical Master || 4 || 3 || 2 || 1
|-
|-
| style="font-size:70%;align="left" colspan="6" | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
| style="font-size:70%; text-align:left;" colspan="6" | *Level 0 Techniques can be performed at will, with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
|}
|}
An Erie quite settles onto the cabin. The only sound left is the hum of motors below crawling up the soldier'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 their comrades should be. Jacob, standing, holding onto a tether hanging from the ceiling to keep his balance as the vehicle hurriedly sends what'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 lost, and he knows what would happen next. "First," he thought to himself, "I must not let them see me down."
An Erie quite settles onto the cabin. The only sound left is the hum of motors below, crawling up the soldier's legs as if being forced out of the air from the opposing silence. Faces were shocked and full of despair. Not looking up, afraid to see the empty seats where their comrades should be. Jacob, standing, holding onto a tether hanging from the ceiling to keep his balance as the vehicle hurriedly sends what's left of his team across the bumpy landscape, looks at the faces of his men and realizes he is losing them. The defeat was too much for them. Without the right words, the moral would be lost, and he knows what would happen next. "First," he thought to himself, "I must not let them see me down."


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 the tactical expertise and uses such knowledge to coordinate armed forces in the battlefield. 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.
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 the tactical expertise and uses such knowledge to coordinate armed forces in the battlefield. 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 assigning someone of such skill as a first mate to help keep the people in line.


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.  
A Player will choose Field Officer if they want a Character to take charge in a crisis or lead others into battle, and to provide knowledge and expertise that can help the group as a whole.  


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)]].


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.
'''<u>Requirements</u>''':
 
'''<u>Requirements</u>''': To qualify to become a Field Officer, a character must fulfill the following criteria.
 
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Charisma '''OR''' Ability: Charisma Score 15+ '''OR''' Ability: Wisdom Score 15+ and Charisma score of 12+
# Path: Path of Charisma '''OR''' Ability: Charisma Score 15+ '''OR''' Ability: Wisdom Score 15+ and Charisma score of 12+


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
 
# Feats: Cannot use power armor (negates the ability to use Class Techniques).
# Cannot use power armor or it negates his ability to use techniques.  


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
Line 894: Line 1,004:
<u>Ability Affinity</u>: Charisma and Wisdom
<u>Ability Affinity</u>: Charisma and Wisdom


<u>Class Skills</u>: 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)
<u>Class Skills</u>: [[Diplomacy]] (Cha/Wis), [[Intimidate]] (Cha/Str), Choose Any One [[Knowledge]] (Int), [[Sense_Motive|Sense Motive]] (Wis), [[Treat_Injury|Treat Injury]](Wis)


<u>Feat Bonuses</u>: [[Leadership]]
<u>Feat Bonuses</u>: [[Leadership]]


<u>Technique Ability Affinity</u>: 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't say its Charisma.
<u>Technique Ability Affinity</u>: The Field Officer uses Charisma or Wisdom for their Techniques.


=== Field Officer's Class Features ===
=== Field Officer's Class Talents ===
----
----
The following class features pertain to the Field Officer Advanced Class.


;Leader of the Troops
;NOTE: Upon becoming the Field Officer the Player must choose what there '''Command Style''' is. Either Inspire or Tactician.
: Beginning on the Field Officer '''1st''' 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 to 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 '''either''' Accuracy, Saving throws or Checks. Each turn the Field Officer can choose which aspect to improve. Teammates can choose to ignore this Bonus and perform there move before the success or failure of the Field Officer is determined.


: At '''5th''' level Field Officer this bonus changes to +2. At '''10th''' level this bonus changes to +3.  
; Tactical Shift
: At '''1st''' level, you become a master of positioning. At the start of the turn as a '''Simple Action''', you may change the Group you are in. This happens at the start of the Turn not the start of the Group and the Simple Action is considered spent when you start your turn in your Group.


;Encouraging Speech
; Leader of the Troops
: At '''2nd''' level, the Field Officer uses there dictating skills to provide an encouraging speech of valor. This can affect any teammate within 60ft or can ear the person over a communication device. The roll is a Charisma check DC12 + 2 for every affected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]].  
: At '''1st''' level,
:* '''Vanguard''': When you successfully land an attack or complete a skill check, all allies currently in the Rearguard gain a '''+1 Morale bonus''' to Accuracy and Damage until the end of the round.
:* '''Rearguard''': When you successfully perform a supportive action or technique that benefits your allies, (things like Treat Injury) all allies in the next round's Vanguard gain a '''+1 Morale bonus''' to AC and Saving Throws.
: This bonus increases to '''+2''' at '''5th''' level and '''+3''' at '''9th''' level.


: This can only be done once per combat encounter.
;Protege
: At '''2nd''' level, the Field Officer can pick a person out of the team to be their protege. The person must be familiar to the Field Officer and must be willing to be subject to the Field Officers' whims and commands to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer's Wisdom Mod during combat, the Protege gains a Competence/Moral bonus equal to the Field Officer's Charisma Modifier on all rolls. The Field Officer also gains Advantage on all Treat Injury checks made too their Protege.


;Uncanny Survival
: However if something was to happen to the Field Officer such as Dying, or any of the following conditions: [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], [[Conditions#-_Exhausted|Exhausted]], [[Conditions#-_Sickened|Sickened]], [[Conditions#-_Stunned|Stunned]], [[Conditions#-_Paralyzed|Paralyzed]], [[Conditions#Helpless.2FIncapacitated.2FUnconscious|Incapacitated]]. The Protege is seriously taken aback by this and gains double disadvantage on all Actions during combat until the situation is resolved. If the Field Officer dies, then the Protege gains a disadvantage on all actions/checks both in and out of combat for 1 week.
: Beginning at '''3rd''' 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.


: At '''9th''' level this can be done twice a day.
: The Field Officer cannot quickly change Proteges. Once one is picked, at least one month must pass before another can be selected. 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 aback by this and gains disadvantage for 1d4 days in all actions, including in combat encounters.


;Coordinate Attack
; Command Style
: Granted at '''4th''' level, the Field Officer points out the target they are aiming at. If you are successful, then for every other teammate, up to the Field Officer's Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round, they gain '''1d4''' of extra damage. At '''8th''' Character Level, the damage dice is '''1d6'''. At '''12th''' it is '''1d10''' and at '''16th''' Character level this is '''1d12'''. This can only be done when there are more than 1 targets left. If there is only one enemy left, then it is obvious all friendlies would be targeting it.  
: At '''3rd''' level you must choose your '''Command Style''' and gain its first Class Feature.
: Gain another at '''7th''' level based on your chosen Command Style.


: This requires a Free action and can only be done 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.
; Battlefield Presence
: At '''4th''' level,
:* '''Vanguard''': As a '''Standard Action''',  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 opposing Wisdom save. If successful, they ignore the Field Officer. If they fail, the target redirects their attention to the Field Officer.
:* '''Rearguard''': As a '''Simple Action''', you may grant a single ally within 30ft a free 5-foot step or a +2 Dodge bonus to AC against the next attack targeting them.


;Bonus Feat
;Bonus Feat
: At '''5th''' level, the Field Officer gains a Bonus Feat from one of the following categories: '''Utility Feats''' or '''Ranged Combat'''.
: At '''5th''' level, the Field Officer gains a Bonus Feat from one of the following categories: '''Utility Feats''' or '''Ranged Combat'''.


;Inspiring Speech
; Uncanny Survival
: Starting on the '''6th''' level, the Field Officer can provide a stirring speech or perform some otherwise inspiring action that encourages his teammates. This is a [[Diplomacy]] check against DC14 + 3 for every number of affected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful, the allies get an advantage bonus too, and accuracy checks for the next 1d4 rounds. The Field Officer cannot take 10 or 20. If done in combat, this is a Standard Action.
: At '''6th''' level, your combat instincts keep you alive under fire. Once per day, as a '''Simple Action''', you may add half your class level to your AC for 1 round. This bonus applies to touch and flat-footed AC. At 10th level, this can be used twice per day.
 
; Follow My Lead
: At '''8th''' level, The Field Officer can inspire others to do what he does.
:* '''Vanguard''': Must be declared before an attack (which must then be successful) or immediately after a Critical attack, the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). If successful, each member gains an advantage when attacking the target the Field Officer just attacked for the next 1 + WIS Mod turns. Also, regardless of the target, any affected member gains max damage on their next attack.
:* '''Rearguard''': Must be declared before performing a defensive action. An Attack Defensively action, or a Technique, Talent, or Item use that doesn't deal damage or cause negative effects on enemies. If successful all other friendly combatants gain advantage on all actions for 1 round, and +2 DR [ALL] for 1 + WIS Mod turns.
: Either option can only be done once per encounter.
 
; Tactical Master
: At '''10th''', the Field Officer can perform two Techniques in one turn. When finished performing one Technique, regardless of success, the Field Officer gains multiple actions to choose from as a Bonus Action.
# '''Bonus Attack Action'''
# '''Bonus Technique Action'''
# '''Bonus Move Action'''
# '''Bonus Use Item Action'''
: The Field Officer can only perform this once a day. At Character level '''18''' this goes up to 2 times per day.


: This can only be done once per combat encounter.
==== The Inspirer (Charisma) ====
*Focus: Morale, resilience, and broad squad buffs.*


;Protege
; Level 3: Encouraging Speech
: At '''7th''' level, the Field Officer can pick a person out of the team to be their protege. The person must be part of the team for some time (Left up to the GM) and must be 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's Wisdom Mod during combat, the Protege gains a Competence/Moral bonus equal to the Field Officer's Charisma Modifier on all rolls.  
: As a '''Standard Action''', you may provide a stirring shout of valor. This can affect any teammate who can see or hear the Field Officer, even over a communication device. The roll is a Charisma check DC12 + 2 for every affected person. The speech can remove effects such as [[Conditions#Frightened|Frightened]], [[Conditions#-_Cowering|Cowering]], [[Conditions#-_Panicked|Panicked]], and [[Conditions#Fatigued|Fatigued]]. This can be done once per combat Encounter.
 
; Level 7: Inspiring Speech
: Your words grant preternatural focus. As a '''Standard Action''', gain provide a stirring speech or perform some otherwise inspiring action that encourages his teammates. This is a [[Diplomacy]] check DC14 + 3 for every number of affected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful, the allies get an advantage bonus on Accuracy Checks for the next 1d4 rounds. This is a '''Standard Action''' and can only be done once per combat Encounter.


: 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 aback by this and gains disadvantage for 1d4 weeks and/or 1d8 of the next combat encounters.
: This can be done outside of combat to provide an Advantage to whatever task or tasks are being performed by the Field Officers' teammates. The Field Officer can only take 10/20 if the teammates are also taking 10/20.


: The Field Officer cannot quickly change Proteges. Once one is picked, it should be months or years before another one can be selected. 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 aback by this and gains disadvantage for 1d4 of the next combat encounters.
; Level 9: Undying Valor
: Your mere presence makes your allies nearly impossible to break. All allies within visual range gain an '''Advantage Die''' on all saving throws against mind-affecting effects and Fear related conditions. Additionally, your '''Encouraging Speech''' can now be performed as a '''Simple Action''' instead of a Standard Action.


;Commanding Presence
==== The Tactician (Wisdom) ====
: At '''8th''' 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 fai,l the target redirects their attention to the Field Officer.
*Focus: Precision, coordination, and action economy.*


;Follow My Lead
; Level 3: Coordinate Attack
: On the '''9th''' 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 affected member (The Field Officer can choose to ignore some allies to reduce the DC). If successful, each member gains an advantage when attacking the target the Field Officer just attacked for the next 1d4 turns. Also, regardless of the target, any affected member gains max damage on their next attack.
: As a '''Free Action''', Field Officer points out the target they are aiming at. If you are successful, then for every other teammate, up to the Field Officer's Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round, they gain '''1d4''' of extra damage. At '''8th''' Character Level, the damage dice is '''1d6'''. At '''12th''' it is '''1d10''' and at '''16th''' Character level this is '''1d12'''. This can only be done when there are more than 1 target left.


: This can only be done once per combat encounter. At Character level '''18''' this changes to twice a level.  
: Can only be done 1 + 1 every 5 Field Officer levels per day.


;Tactical Master
; Level 7: Tactical Insight
: At '''10th''', the Field Officer can perform two Techniques in one turn. This requires a Standard Action.
: As a '''Standard Action''' the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). All allies who can see or hear the Field Officer gain the benefits of their tactical insights. Each affected ally gains a one-time '''Bonus Action''' that they can perform in their "off-group" phase as a separate action. They may choose from:
# '''Bonus Attack Action'''
# '''Bonus Technique Action'''
# '''Bonus Move Action'''
# '''Bonus Use Item Action'''
: Frequency: Once per day.


: The Field Officer can only perform this once a day. At Character level '''20''' this goes up to 2 times per day.
; Level 9: Strategic Proxy
: At the start of the round, before anyone's turn the Field Officer can declare they are sacrificing their turn to support another allie that is within 30ft + 5ft per WIS Mod. If that ally is in the Vanguard, they may also act in the Rearguard this round (or vice-versa). They gain a full second turn in the other group's phase, including their Simple and Standard actions. This can only be done once per encounter and 1 + every 5 levels of Field Officer per day.


== Helix Warrior ==
== Helix Warrior ==
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+  
|+ Table: The Helix Warrior
Table: The Helix Warrior
! Class Level !! Special  
! rowspan="2" style="text-algin:left;"|Class Level
! rowspan="2" | Special
! colspan="4" | Technique Usage by Level
|-
! 0*
! 1st
! 2nd
! 3rd
|-
|-
|1st|| Haul, Martial Artist, Darkvision (60 ft.) || 1 || - || - || -
| 1st || Martial Artist, Darkvision (60 ft.), '''Genetic Enhancement'''
|-
|-
|2nd|| Light Sleeper || 1 || 1 || - || -
| 2nd || Haul, Genetic Path Choice, Light Sleeper
|-
|-
|3rd|| Combat Expertise || 2 || 1 || 1 || -
| 3rd || Combat Expertise, '''Genetic Enhancement'''
|-
|-
|4th|| Furry of Blows || 2 || 2 || 1 || 1
| 4th || Flurry of Blows
|-
|-
|5th|| Bonus Feat, Darkvision (90 ft.) || 3 || 2 || 2 || 1
| 5th || Bonus Feat, Darkvision (90 ft.), '''Genetic Enhancement'''
|-
|-
|6th|| Survivor, Combat Expertise+ || 3 || 3 || 2 || 1
| 6th || Genetic Path Upgrade, Survivor
|-
|-
|7th||Improved Reaction || 4 || 3 || 2 || 2
| 7th || Improved Reaction, '''Genetic Enhancement'''
|-
|-
|8th||Superior Conditioning || 4|| 4 || 3 || 2
| 8th || Superior Conditioning
|-
|-
|9th||Strong As An Ox, Combat Expertise++ || 5 || 4 || 3 || 2
| 9th || Strong As An Ox, '''Genetic Enhancement'''
|-
|-
|10th||Decisive Attack, Darkvision (120 ft.) || 5 || 5 || 4 || 3
| 10th || Genetic Path Capstone, Darkvision (120 ft.)
|-
| style="font-size:70%;align="left" colspan="6" | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
|}
|}


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's are examples of those experiments scientist do that sometimes pushes too 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 "scientific" experimentation. Their DNA manipulated to purge anything deemed undesirable and is considered a "flaw." Some call this "forced evolution." Most call it eugenics. Some Civilizations allow such practices while most others do not. All capable Civilizations do it at some point.
Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable. Pushing against the wall of morality is, to some scientists, their duty. Helix Warrior's are examples of those experiments scientist do that sometimes pushes too hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization. People, sometimes willing, however usually not, are subjected to rigorous "scientific" experimentation. Their DNA is manipulated to purge anything deemed undesirable or a "flaw." Some call this "forced evolution." Most call it eugenics. Some Civilizations allow such practices, while most others do not. All capable Civilizations do it at some point.


Some Helix Warrior's come out with no adverse side effects and use their abilities to help others or at the very least help themselves. Others are not as lucky. Either case Helix Warrior's manifest new abilities that make them into, more resilient super-soldiers, security guards, law enforcement officers and many more things.
Some Helix Warriors come out with no adverse side effects and use their abilities to help others or, at the very least, help themselves. Others are not as lucky. In either case, Helix Warriors manifest new abilities that make them more resilient super-soldiers, security guards, law enforcement officers, and more.  


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 ordinary people.
Choose the Helix Warrior if you want to be a master of physical combat, either as an unstoppable engine of destruction or a hyper-perceptive protector who guides their squad through the chaos of battle.


The fastest path into this advanced class is through the [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]] or the [[Core_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]].


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.
'''<u>Requirements</u>''':
# Level: At least Level 2
# Path: Path of Strength '''OR''' Path of Wisdom '''OR''' Ability: Strength Score 15+ '''OR''' Ability: Wisdom Score 15+ and Strength score of 12+


'''<u>Requirements</u>''': To qualify to become a Helix Warrior, a character must fulfill the following criteria.
'''<u>Restrictions</u>''':
# Feats: Cannot take feats within the '''Ranged Combat''' sub-category (except for [[Bazooka Arm]]).
# Class: Cannot also be a Dreadnought.


# Level: At least Level 2
'''<u>Class Information</u>''':
# Path: Path of Strength '''OR''' Ability: Strength Score 15+ '''OR''' Ability: Wisdom Score 15+ and Strength score of 12+


<u>Ability Affinity</u>: Strength and Wisdom


'''<u>Restrictions</u>''':
<u>Class Skills</u>: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)


# Cannot take the following Feats: Firearm's Advanced/Heavy
=== Helix Warrior's Class Talents ===
----


'''<u>Class Information</u>''':
;NOTE: The Helix Warrior must choose either the Titan and the Path of Strength or Oracle and the Path of Wisdom.


<u>Ability Affinity</u>: Strength and Wisdom
; Genetic Enhancement
: At levels '''1st, 3rd, 5th, 7th, and 9th''', your specialized training or mutagenic triggers unlock a new evolutionary advantage. Each time you gain this bonus, choose one of the following:
:* '''Helix Strain''': Learn one "Trick" from the [[Techniques#Helix_Strains|Helix Strains]] list. You must still meet any prerequisites for the Strain.
:* '''Mutation Points''': You gain '''2 Mutation Points (MP)'''. These points can be spent immediately or saved to acquire mutations from the [[Mutations]] list, following standard mutation rules.


<u>Class Skills</u>: The Helix Warrior’s class skills are as follows. [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Stealth]] (Dex), [[Survival]] (Wis), [[Perception]] (Wis)
; Martial Artist
: At '''1st''' level, your unarmed strikes are considered lethal. You deal unarmed damage as per the [[Weapons#Melee.2FMartial_Arts_Combat|Martial Arts Combat]] rules, but you can, if desirable, replace the Dexterity Modifier with Wisdom when calculating Weapon Damage Die. You can add your Wisdom or Strength modifier (based on your Path) to the damage total.


<u>Feat Bonuses</u>: [[Martial Art Focus]] or [[Defensive Martial Arts]] (Player chooses at level 1 Helix Warrior)
; Darkvision
: You can see in near total darkness out to 60 feet (black-and-white only). The range improves to 90ft at '''5th''' level and 120ft at '''10th''' level. If your species already possesses Darkvision, increase the range by 30ft at each interval.


<u>Technique Ability Affinity</u>: The Helix Warrior uses her Wisdom in the application of her Techniques.
; Haul
: At '''2nd''' level, your Strength is considered 4 points higher for the purpose of determining carrying capacity.


=== Helix Warrior's Class Features ===
; Light Sleeper
----
: At '''2nd''' level, you remain alert even while resting. Your Passive Perception is unaffected by sleep, and you may make active [[Perception]] checks while asleep without penalty.
The following class features pertain to the Helix Warrior advanced class.


;Haul
; Combat Expertise
: At Helix Warrior '''1st''' level, the Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher to determine her carrying capacity.
: At '''3rd''' level, you gain one [[Techniques#Advanced_Combat_Techniques|Advanced Combat Technique]] of your choice. You gain another at '''6th''' and '''9th''' level.


;Martial Artist
; Flurry of Blows
: Starting on the '''1st''' level, the Helix Warrior'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.
: At '''4th''' level, you can unleash a rapid succession of strikes. If you use a '''Standard Attack Action''' with unarmed strikes or while dual wielding light melee weapons without having used a '''Simple Action''' this turn, you gain a second Standard Attack. If this second attack is successful, you may take an additional standard '''Bonus Attack Action''' for an off-hand attack (if applicable).


;Darkvision
; Survivor
: Beginning at '''1st''' 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 regular sight.
: At '''6th''' level, your body can push through the impossible. Once per day, when rolling a saving throw, you may roll with Luck. This increases to twice per day at Character level 12 and three times at level 18.


: The range of the Helix Warrior’s darkvision improves to 90ft at '''5th''' level and 120ft at '''10th''' 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.
; Improved Reaction
: At '''7th''' level, you gain a '''+2 Misc bonus''' to Initiative. Additionally, you gain an Advantage Die on Dexterity saving throws if you are not currently in combat. You may add your Strength or Wisdom mod (based on your Path) to the Dexterity Saving throws both in and out of combat.


;Light Sleeper
; Superior Conditioning
: Starting on the '''2nd''' level, the Helix Warriors are light sleepers, and their Passive Perception is the same when asleep or awake, and they can make [[Perception]] checks even while sleeping, without penalty.  
: At '''8th''' level, you can as a '''Simple Action''' shake off adverse conditions. When affected by a duration-based condition (e.g., Stunned, Shaken, Nauseated), the duration is halved. If the duration is only 1 round, you ignore the effect entirely. This can be done 1 + 1 every 5 Helix Warrior levels per day.


;Combat Expertise
; Strong As An Ox
: On the '''3rd''' level, the Helix Warrior gains an [[Techniques#Advanced_Combat_Techniques|Advance Combat Technique]] of the Players choice.
: At '''9th''' level, you ignore the '''Clunky''' attribute of any weapon provided it was given based on the weapon's weight. Your unarmed strikes damage die is calculated as if your Strength score was +2.


: Also gain this on '''6th''' and '''9th''' level.
=== Genetic Path Choice ===
At '''2nd''' level, you must choose the direction of your genetic enhancement.


;Furry of Blows
==== Titan (Path of Strength) ====
At the 4th level, a Helix Warrior gains an Extra Attack as long as they attack with unarmed strikes or with Light melee weapons, only using a Standard Attack Action without using a Simple Action first. This Extra Attack is granted as a Bonus Attack that allows for another Standard Attack Action. If successful, this second attack grants a normal Bonus Attack action following normal Bonus Attack rules. If it fails, then the Bonus Action is not granted, and there can be no Simple action thus ending the Character's turn.


;Bonus Feat
Upon becoming a Helix Warrior Titan gain the [[Intimidate]] (Str/Cha) as a Favored Skill.
: At '''5th''' level, a Helix Warrior gains a new bonus Feat from one of the following categories: '''Utility Feats''', '''Combat Martial Arts''', '''Melee Weapon Combat'''


;Survivor
; Level 2: Overwhelming Might
: Starting at '''6th''' 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.  
: Your muscles are engineered for maximum output. When you use a '''Standard Attack Action''' with a melee weapon or unarmed strike, you deal additional damage equal to 1/2 your Helix Warrior level.


: This can only be done once per day. At Character level '''12''' it can be used twice, and at level '''18''' it can be used three times.
; Level 6: Brute Force (Standard Move Enhancement)
: When you perform a '''Standard Combat Technique Action''' (Charge, Tackle, or Overrun), you gain an Advantage Die on the Technique check as well as damage. If successful earn a '''Bonus Attack Action'''.


;Improved Reaction
; Level 10: Colossal Impact
: At '''7th''' level, a Helix Warrior gains a Misc +2 to Imitative as well as an advantage bonus to Dexterity saving throws if '''not''' already in combat.  
: Once per encounter, you can focus your entire physical strength into a single blow.
: '''Action''': Standard Action.
: '''Effect''': Your next melee attack this turn deals damage equal to if all die rolled for damage were maxed (this ignores exploding effects) and is considered [[Damage_Types_and_Attributes#Double_Types|Kinetic-Kinetic]]. If the attack is a Critical Hit, the target must succeed on a Constitution DC12 + Amount the AC was beaten by or be '''Stunned''' for 1d4 rounds.


;Superior Conditioning
==== Oracle (Path of Wisdom) ====
: Beginning at '''8th''' 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, Paralyzed, 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)


: 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.
Upon becoming a Helix Warrior, an Oracle gains the [[Sense Motive]] (Wis) as a Favored Skill.


;Strong As An Ox
; Level 2: Tactical Foresight
: At '''9th''' level and beyond, the Helix Warrior’s ignores the 'Clunky' attribute of a weapon if the attribute was given based on its weight. (Which is the default and will specify otherwise if not)
: Your genetically enhanced mind processes combat data at an accelerated rate. Allies, including yourself, within 30ft + 5ft per WIS Mod gain a '''+1 Morale bonus''' to saving throws as you provide real-time tactical callouts. If the Helix Warrior chooses to Fight Defensively as a '''Standard Action''' this also provides a +1 to AC for themselves and their allies.


;Focused Attack
; Level 6: Guiding Hand
: At '''10th''' level, once per encounter, the Helix warrior may take a Standard Action to concentrate on a target's moves. This requires a Wisdom Save of DC20. If successful, the Helix Warrior gains the ability to do max damage on any hit that lands on that target for a number of turns equal to the Helix Warrior's Wisdom Modifier. The Helix Warrior cannot 'retarget' another enemy until the effect has worn off or until the target is dead.  
: As a '''Simple Action''' you can optimize the movements of your squad. One ally within 30ft +5ft per WIS Mod may immediately perform a '''Simple Action''' (e.g., Draw Weapon, 5ft step) out of turn. This does not count against their actions on their own turn. This can be done 1 + Wisdom Mod per day, but only once per encounter.


: A Helix Warrior can only do this 2 times a day.
; Level 10: Flawless Anticipation
: Your genetically perfected reflexes allow you to read muscle twitches and eye movements, anticipating enemy strikes before they land.
: '''Action''': Free Action (Once per encounter).
: '''Effect''': For the duration of the encounter, you gain a special reaction called '''"Intervene"'''. Whenever an ally within 30ft + 5ft per WIS Mod is targeted by an attack, you may use your reaction to either:
: a) Move up to your speed to intercept the attack. You become the target, but you gain Damage Reduction (DR) equal to your Wisdom Modifier against this attack.
: b) Move up to the enemy (if in range) and perform a Bonus Attack Action.
: This response can happen even outside your Combat group.


== Shield Splicer ==
== Shield Splicer ==
Line 1,085: Line 1,235:
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -
|2nd|| Shielded Defender/Wielder Talent(s)  || 2 || 1 || - || - || - || -
|-
|-
|3rd|| || 2 || 1 || 1 || - || - || -
|3rd|| Combat Training || 2 || 1 || 1 || - || - || -
|-
|-
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -
|4th|| Shielded Defender/Wielder Talent(s) || 3 || 2 || 1 || - || - || -
Line 1,097: Line 1,247:
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -
|8th|| Shielded Defender/Wielder Talent(s) || 5 || 4 || 3 || 3 || 1 || -
|-
|-
|9th|| || 5 || 4 || 4 || 3 || 2 || 1
|9th|| Expert Splicer || 5 || 4 || 4 || 3 || 2 || 1
|-
|-
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2  
|10th|| Shielded Defender/Wielder Talent(s) || 6 || 5 || 4 || 3 || 2 || 2  
|-
|-
| style="font-size:70%;align="left" colspan="9" | *Level 0 Techniques can be preformed at will infinity with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
| style="font-size:70%; text-align:left;" colspan="9" | *Level 0 Techniques can be performed at will with the [[TechniqueNovice|Technique Novice]] [[Feats|Feat]].
|}
|}


The [[Species#Lepidonains|Lepidonains]] had a vast empire. They where second too none. Except for the Cryous. Their rivalry came to ahead in The Great Waring Years. The Cryous had created a new masterful set of implants to empower their soldiers. This helped take the Lepidona's ground troop superiority away. As a response, the Lepidonians made a suit/cybernetic implant set combo in hopes to outdo their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit, and nowadays people that use them are called Shield Splicers.
The [[Species#Lepidonains|Lepidonains]] had a vast empire. They were second to none. Except for the Cryous. Their rivalry came to a head in The Great Warring Years. The Cryous had created a new masterful set of implants to empower their soldiers. This helped take away the Lepidona's ground troop superiority. In response, the Lepidonians developed a suit/cybernetic implant combo in hopes of outdoing their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit, and nowadays, people who use them are called Shield Splicers.


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 criminal groups employee wearers of such suits. Since work is hard to buy if you dedicate a portion of your life to wearing a suit half, the galaxy has outlawed most Shield Splicers don't have a choice. And thus a stereotype was born.
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 criminal groups employ wearers of such suits. Since work is hard to buy if you dedicate a portion of your life to wearing a suit half, the galaxy has outlawed most Shield Splicers, who don't have a choice. And thus a stereotype was born.


To curb the lousy rapport new more defensive versions of the Suit where made. With the suit being more prevalent on the outskirts of space many isolated locations started to use them to help defend themselves. Monasteries had their monks devote time to learning the suit as a defense and healing tool.
To curb the lousy rapport, newer, more defensive versions of the suit were made. With the suit becoming more prevalent on the outskirts of space, many isolated locations began using them to defend themselves. Monasteries had their monks devote time to learning the art as a means of defense.


Player'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 high field of force.
Choose the Shield Splicer if you want a character who can manipulate invisible fields of force to either protect allies defensively or crush enemies in a nearly invisible clutch of high-intensity force.


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)]] or the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Dedicated Hero)]].


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)]]
'''<u>Requirements</u>''':
 
'''<u>Requirements</u>''': To qualify to become a Shield Splicer, a character must fulfill the following criteria.
 
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Constitution '''OR''' Path: Path of Wisdom '''OR''' Ability: Constitution Score 15+ with Wis score of 12+ '''OR''' Ability: Wisdom Score 15+ with Con score of 12+
# Path: Path of Constitution '''OR''' Path: Path of Wisdom '''OR''' Ability: Constitution Score 15+ with Wis score of 12+ '''OR''' Ability: Wisdom Score 15+ with Con score of 12+


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# Character Class: Cannot also be an Electro-Mancer
# Class: Cannot also be an Electro-Mancer.
# Cannot wear power armor.
# Gear: Cannot wear Power Armor.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
Line 1,128: Line 1,276:
<u>Ability Affinity</u>: Constitution and Wisdom
<u>Ability Affinity</u>: Constitution and Wisdom


<u>Class Skills</u>: 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)
<u>Class Skills</u>: [[Acrobatics]] (Dex), [[Athletics]] (Str), Craft [ [[-_Mechanical|Mechanical]], [[-_Structural|Structural]] ] (Int), Choose Any One [[Knowledge]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis).


<u>Technique Ability Affinity</u>: The Shield Splicer uses their Constitution ability to perform Techniques.
<u>Technique Ability Affinity</u>: The Shield Splicer uses their '''Constitution''' ability to perform Techniques.


<u>Extra Info</u>: At level 1 the Shield Splicer either chooses the '''Shield Wielder''' or a '''Shield Defender''' path. The choice is based on what Path you have. Constitution makes you a Shield Wielder and Wisdom makes you a Shield Defender.
=== Shield Splicer's Class Talents ===
=== Shield Splicer's Class Features ===
----
----
:: '''NOTE:''' The effects of *ALL* the talents that provide shields to an ally can only affect 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 lose whatever effect the Shield Splicer gave them, and returning to range will not bring the effect back unless the Shield Splicer spends the time to use the talent again, if possible.


;Self Shielded
; Self Shielded
: Starting at Shield Splicer '''1st''' level, the Shield Splicer can imbue themselves with a shield that provides temporary health. The health increase is equal to Shield Splicer level + (2 * Wisdom Mod). This can only be done once per combat. And can just be done by oneself. It requires a Standard Action.
: At '''1st''' level, you can imbue yourself with a barrier that provides temporary health. You gain '''Temporary HP''' equal to your Shield Splicer level + (2 * Wisdom Modifier). This lasts for 1 hour + 30 Minutes per Wisdom Modifier.
: Requires a '''Standard Action''' to activate. Can be used once per combat encounter.


;Sense Shield
; Sense Shield
: At '''1st''' level, the Shield Splicer can 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 of whether it is hidden. Clocking is a form of shield. The object has to be within 60ft of the Shield Splicer.
: At '''1st''' level, you are uniquely attuned to the resonance of energy fields. You gain an '''Advantage Die''' on '''Passive Perception''' and active Perception checks for detecting any shielded object, cloaked unit, or force field within 60ft. When applying Advantage to Passive Perception, take 1/2 of the total possible roll value, rounding down.


;Bonus Feat
; Shield Splicer Path Talent
: At '''5th''' level, the Shield Splicer gets a Bonus Feat from one of the following categories: '''Utility Feats''' or '''Techniques'''.
: At '''2nd''' level, the Shield Splicer must choose between the '''Shield Wielder''' (Constitution) or '''Shield Defender''' (Wisdom) paths. Once chosen, they earn their first Path Talent. They earn more at all even levels, '''4th''', '''6th''', '''8th''', and lastly '''10th'''.
 
; Combat Training
: At '''3rd''' level, you gain a bonus feat from anything with the Tactical Feat category, representing your focus before mastering shield manipulation.
 
; Bonus Feat
: At '''5th''' level, gain a free Bonus Feat from the '''Utility''' or '''Techniques''' categories.


;Disrupt Shield
; Disrupt Shield
: Upon '''7th''' level, the Shield Splicer gets the ability to disrupt a shield. The Shield Splicer can directly target a shield with their 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 their bodies. This requires a Constitution check, DC 15 + 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 'health' of these systems is described as Hard Points or HP for short (Just like Hit Points/HP). Most items if they do not specify having 20 HP or 30 if it is Masterworked.. Power Armor's is 20 + 1 per Power Armor Grade. Personal Force Field is 20 for standard and 30 for Masterworked.  
: At '''7th''' level, you can target an external force field with a mental spike of energy.
: '''Action''': Standard Action.
: '''Range''': 60ft + 5ft per Constitution Modifier.
: '''Effect''': Roll a Constitution check DC 15. You deal damage directly to an enemy's Power Armor, Force Field, or shield system. Following the [[Item Damage]] rules. The Item/Object gains a Battle Scare for every 2 points the DC is beaten.
: '''Fatigue''': If you use this ability, you must succeed an opposing Constitution save DC15 + Battle Scare Damage dealt become '''Fatigued'''. You cannot perform this action while already Fatigued or Exhausted.


: This requires a Standard 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 perform this action while Fatigued or Exhausted.
; Expert Splicer
: At '''9th''' level, your constant exposure to force fields has made you more resilient. You gain a permanent '''+1 bonus to AC'''.


==== Shield Wielder(Conn) ====
=== Shield Splicer Path Choices ===
:: This talent tree is for a Shield Splicer that has at least 2 lvls in the Constitution Path.


:; Shield Attack:
==== Path of the Shield Wielder (Constitution) ====
:: At '''2nd''' 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.  
'''Focus''': Kinetic Force, Ranged Damage, and Physical Disruption.


:; Shield Wielder Novice:  
; Level 2: Shield Attack
:: Starting at '''4th''' level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 0 and lvl 1 Techniques
: You mold a force field into a small concentrated sphere to cause damage at range. This is a '''Standard Attack Action''' (Ranged, 100ft).
: '''Damage''': 1d6 + Constitution Modifier (Kinetic-Kinetic).
: You use Dexterity to aim, but Constitution Modifier for the damage bonus. This attack counts as using a "Natural Ranged Weapon" for proficiency bonuses, extra damage, off-handed weapon, and Bonus Actions.


:; Focused Shield Attack:  
; Level 4: Kinetic Shunt
:: Upon '''6th''' level, the Shield Wielder's Shield Attack has now been improved upon. The range is now Medium (300ft) Damage: 1d8 + Conn Mod (DR2)
: You learn to add a powerful shove to your kinetic strikes. When you land a successful melee or ranged attack, you gain the choice of a '''Bonus Action''' to shunt the target. The target must succeed on a Strength save DC15 + Conn Mod or be pushed 10ft away from you. If the target is unable to move, ie a wall behind them, then take 1d4 damage instead.


:; Advanced Shield Wielder:
; Level 6: Focused Shield Attack
:: At the '''8th''' level, the Shield Wielder can now preform 1/2 his Con modifier extra lvl 2 and level 3 Techniques
: Your kinetic spheres become more stable. Range increases to 150ft + 10ft per Constitution Modifier. and damage increases to '''1d8 + Constitution Modifier (AP 2)'''. Additionally, you do not take Disadvantage when making a Shield Attack against an enemy within your melee threat range.


:; Greater Shield Attack:  
; Level 8: Energy Redirection
:: At '''10th''' level, the Shield Wielder's Shield Attack has now been improved to its ultimate form. Ranged Large (900ft) Damage: 1d10 + Conn Mod (DR4) x3 Critical.
: Your shields can "catch" and return hostile energy.
: '''Trigger''': While a shield controlled by you, through Talents or Techniques, is hit with damage that deals Kinetic, Electric, or Thermal damage. You can sacrifice a Simple/Bonus Action on your next turn to attempt to absorb some of the damage.
: '''Effect''': Roll a Constitution check against the attacker's accuracy. If you win, you take half damage and gain bonus damage that can be applied to any Shield based damage dealing Technique, or to the Character's Shield Attack, or on a Melee Weapon that the Character is actively holding. This bonus damage adds +1d6 + (1 per every 4 points of damage you take) damage of the type you just absorbed.


:; Master Shield Wielder:
; Level 10: Master Shield Wielder
:: Upon '''10th''' level, the Shield Wielder can 'Expand' a Technique by performing the technique using a higher level slot. This can 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 to improve the level of the Technique, if possible, to stack the effects. The damage cannot be chosen more than twice.
: Your kinetic strike reaches its ultimate form. Range increases to 200ft + 20ft per Constitution Modifier, damage increases to '''1d10 + Constitution Modifier (AP 4)''', and the Player can choose between '''Critical Range increase +1''' or '''x3 Critical Multiplier'''.
::'''Note''': Performing a Technique 'as if it were a higher level' means that if the Technique were a level 1 technique, the Technique would be treated as if the Character were 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)
: Additionally, once per day, you may choose too "Expand" a Technique (doubling its range or duration).


==== Shield Defender(Wis) ====
==== Path of the Shield Defender (Wisdom) ====
: This talent tree is for a Shield Splicer that has at least 2 levels in the Wisdom Path.  
'''Focus''': Ally Protection, Damage Absorption, and Battlefield Control.


:; Selfless Shield:
; Level 2: Selfless Shield
:: Starting at '''2nd''' level, the Shield Defender can use there '''Self Shielded''' 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 to 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, either 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.
: You can manifest your barriers around others. You can use your '''Self Shielded''' feature on an ally within 30ft + 5ft per Wisdom Mod as a '''Standard Action'''. This however only lasts during combat. It can be used once per combat and doens't count against the Self Shield use.


:; Substitution:
; Level 4: Substitution
:: At '''4th''' 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's Conn Mod acts as DR for the damage they absorb. But no other DR counts.
: You can weave your own vitality into an ally's defense. When an adjacent ally or an ally under your '''Selfless Shield''' is hit, you may choose to absorb half of the damage result onto yourself. When this is done you loose your next turns '''Simple Action'''. Your Constitution Mod acts as DR for this specific instance of damage, but no other DR (from armor or items) applies.


:; Improved Force Wall:
; Level 6: Improved Force Wall
:: Starting on the '''6th''' 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.  
: You have mastered the construction of static barriers. You haven't chosen to learn '''Force Wall'''; you automatically learn it, even if at the max allowed. You can perform the '''Force Wall''' technique as a '''Simple Action'''. If you perform it as a '''Standard Action''', the wall's height and length are doubled, and it gains +2 DR. At Shield Splicer level 8 DR goes to +4 and duration is 1d6 + 2 turns.


:; Improved Cloak:
; Level 8: Tactical Phasing
:: At '''8th''' 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.
: You can briefly "phase" an ally's shield to help them reposition.
: '''Action''': Simple Action.
: '''Effect''': One ally within range gains partial concealment (enemies take a Disadvantage Die to hit them) for 1 round. While phased, the ally's movement does not trigger '''Tactical Opportunities'''.


:; Healing Chamber:
; Level 10: Healing Chamber
:: Upon '''10th''' 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 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.
: You warp a protective, airtight shield around a target (Range: Touch) that is flooded with concentrated healing gas. You can target yourself or choose to envelop both yourself and the adjacent target to split the healing bonus.
: '''Action''': Standard Action.
: '''Effect''': For 1d4 rounds, the target is immune to toxins and gains '''Regeneration''' (recovering HP equal to their Hit Die + your Wisdom Modifier at the Counter Phase of combat). This consumes a Medical Kit or a concentrated Healing Concoction. If you choose to share this bubble with the target, then each rolls for the total healing but halves the total, rounding up.
d up.


== Space Marine ==
== Space Marine ==
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table:
|+ Table: The Space Marine
! style="text-algin:left;"|Class <br \>Level
! style="text-algin:left;"|Class <br \>Level
! Special  
! Special  
Line 1,199: Line 1,365:
|1st|| Military School (Boot Camp), Iron Gut
|1st|| Military School (Boot Camp), Iron Gut
|-
|-
|2nd|| Joint Operations
|2nd|| Military Training Course, Joint Operations
|-
|-
|3rd|| Military Training Trick
|3rd|| Combat Expert
|-
|-
|4th|| Military School (Advanced Training)  
|4th|| Military School (Advanced Training), Military Training Course
|-
|-
|5th|| Combat Expert
|5th|| Advanced Tactics
|-
|-
|6th|| Military Training Trick
|6th|| Military Training Course
|-
|-
|7th|| Military School (Specialist Training)
|7th|| Special Focus Training  
|-
|-
|8th|| Special Focus Training  
|8th|| Military Training Course, Military School (Elite Training)
|-
|-
|9th|| Military Training Trick
|9th|| Veteran’s Grit
|-
|-
|10th|| Military School (Space Marine Elite Training)
|10th|| Military Training Course, Void Legionnaire
|}
|}
These rough, tough, and unsavory lot of people are the militarizes finest. They serve as the backbone to any Empire, Corporation, Religious institution's firm outreaching hand. They are not just required when waging war in space but also to help keep the peace and ensure stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing their services where an otherwise outstretched army cannot effectively hold. Others are loyal only too one faction and serve them relentlessly.
These rough, tough, and unsavory lot of people are the military's finest. They serve as the backbone to any Empire, Corporation, or Religious institution's firm outstretched hand. They are not just required when waging war in space but also for keeping the peace and ensuring stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing their services where an otherwise outstretched army cannot effectively hold. Others are loyal only to one faction and serve them relentlessly.


No matter who they serve Space Marine's is talented at all things combat in space. Wither in spaceship 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't have it any other way.
No matter who they serve, Space Marines are talented at all things combat in space. Whether in spaceship battles, 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, it's certainly gonna get messy, but Marines wouldn't have it any other way.


Play a Space Marine if you want a Character that all around excels at and focuses solely on combat.
Play a Space Marine if you want a Character that all-around excels at and focuses solely on combat.


The fastest path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity (Fast Hero)]] or [[Core_Class#Path_of_Strength_.28Strong_Hero.29|Path of Strength (Strong Hero)]].


The fasted path to the Space Marine is through the [[Core_Class#Path_of_Dexterity_.28Fast_Hero.29|Path of Dexterity(Fast Hero)]].
'''<u>Requirements</u>''': To qualify to become a Space Marine, a character must fulfill the following criteria.
 
'''<u>Requirements</u>''':
 
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Dexterity '''OR''' Ability: Dexterity Score 15+ '''OR''' Ability: Strength Score 15+ and Dexterity score of 12+
# Path: Path of Dexterity '''OR''' Path of Strength '''OR''' Ability: Dexterity Score 15+ '''OR''' Ability: Strength Score 15+


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# None.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
<u>Ability Affinity</u>: Dexterity and Strength  
<u>Ability Affinity</u>: Dexterity and Strength  
<u>Class Skills</u>: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha/Str), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis).


<u>Class Skills</u>: [[Acrobatics]] (Dex), [[Athletics]] (Str), [[Intimidate]] (Cha), [[Pilot]] (Dex), [[Perception]] (Wis), [[Stealth]] (Dex), [[Survival]] (Wis)
=== Space Marine's Class Talents ===
 
=== Space Marine's Class Features  ===
----
----
;Military School (Boot Camp)
: Starting on the Space Marine '''1st''' level, the Space Marine can pick a Feat from either the '''Ranged Combat''' or '''Melee Weapon Combat''' Feat section for a Bonus Feat.


:: This is also available at '''4th''', '''7th''' and '''10th''' levels.
;Military School
: At '''1st''', '''4th''', and '''8th''' level, the Space Marine can pick a Bonus Feat from the whole Tactical category.


;Iron Gut
;Iron Gut
Line 1,250: Line 1,412:


;Joint Operations
;Joint Operations
: At '''2nd''' 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 all accuracy checks against that target for that round.
: At '''2nd''' level, the Space Marine excels at squad-based fire. If the Space Marine attacks a target that at least one other teammate in the same Combat Group (i.e., Vanguard or Rearguard) is also attacking, the Space Marine gains an Advantage Die on their accuracy check.


;Military Training Trick
;Military Training Courses
: Starting on the '''3rd''' 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.
: Starting at '''2nd''' level and every even level thereafter (4th, 6th, 8th, 10th), the Space Marine can select a specialized course of study from their time in the academy or the field. You cannot select the same course more than once unless specified.
:;Suppressing Fire!:
:: Regardless if the ranged weapon supports the feature or not the Space Marine can use it to perform the Suppressing Fire mode. Other rules associated with Suppressing Fire still apply.
:;Closing the Gap:
:: 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.


;Military School (Advanced Training)
:; - Suppressing Fire:
: At '''4th''' level, the Space Marine can pick another Feat from either the '''Ranged Combat''' or '''Melee Weapon Combat''' Feat section for a Bonus Feat.
:: Regardless of whether the ranged weapon supports the feature, the Space Marine can use it to perform the Suppressing Fire mode. Enemies suppressed this way take an additional -2 penalty to accuracy.
:; - Closing the Gap:
:: The Space Marine can use their Strength and Stamina to make a strategic dash. Once per encounter, as a Simple Action, move 10ft per Strength Mod. This movement does not trigger Tactical Opportunities.
:; - Debilitating Shot:
:: Once per combat, perform a ranged attack that wounds the target’s mobility, inflicting the [[Conditions#Entangled|Entangled]] condition. The target can roll a Constitution check (DC 15 + Space Marine’s Dex Mod) to ignore the effect.
:; - Taking the Initiative:
:: If the Space Marine scores a critical hit, gain an immediate second attack that acts like a Bonus Attack action. This second attack doesn't take the place of any Simple Action or other Bonus Actions that can be earned.
:; - Prey:
:: As a Standard Action, you can 'mark' a target. You gain an additional +1d6 damage on all successful attacks against the marked target. At 10th class level, this increases to +2d6. Only one target can be marked at a time. The Mark is lost if the target loses visibility, is under concealment or stealth, etc. This can be taken again to change the action to a Simple Action instead of a Standard.
:; - Against All Odds:
:: While flanked or surrounded by 2 or more enemies, the Space Marine gains an Advantage on Attacks and deals +1d6 bonus damage per enemy flanking them, max 4d6.
:; - Breach and Clear:
:: When moving through a doorway or around a corner into a room with enemies, the Space Marine gains a +4 bonus to AC until the start of their next turn. Also, Standard Move Actions now not only grant a Bonus Move Action but a Bonus Attack Action as an option.
:; - G-Force Conditioning:
:: You are immune to the [[Conditions#-_Sickened|Sickened]] condition and gain an Advantage on saving throws against being [[Conditions#-_Stunned|Stunned]] or [[Conditions#-_Dazed|Dazed]].
:; - Phalanx Doctrine:
:: While adjacent to an ally or utilizing cover, you gain a +1 bonus to AC. Additionally, any adjacent ally gains a +1 morale bonus to their AC as you help coordinate their positioning.
:; - Sidearm Specialist:
:: You do not take the usual Disadvantage when using a Light ranged weapon (like a pistol) while in an enemy's melee threat range. Additionally, you gain Advantage on damage with Light weapons when attacking a target within 15ft.
:; - Combat Demolitions:
:: You gain the Feat/Skill [[Demolitions]] and the Feat [[Bazooka Arm]]. If you take this training a second time then gain the ability to pull a Geranade from a quick slot as a Free Action.


;Combat Expert
;Combat Expert
: At '''5th''' level, the Space Marine can now learn an Advanced Combat Technique as if he took the [[Advanced Combat Techniques]] Feat.
: At '''3rd''' level, the Space Marine can learn an Advanced Combat Technique as if they took the [[Advanced Combat Techniques]] Feat.


;Military Training Trick
;Advanced Tactics
: Again on the '''6th''' 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.
: At '''5th''' level, the Space Marine’s understanding of the battlefield deepens. They can choose to perform a Simple or Bonus action in a different Combat Group. If they are already in the Rearguard, then they can choose to take their Simple/Bonus Action in the next round's Vanguard.
:;Debilitating Shot:
:: The Space Marine can use their tactical training to perform a ranged attack that not only wounds the target but also makes the target [[Conditions#Entangled|Entangled]]. Although the character is not simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC15 + Space Marine's Dex Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kind of healing. This requires a Standard Action. This can only be done once per combat.
:;Taking the Initiative:
:: If the Space Marine succeeds at a critical attack, the Space Marine can also take the initiative and perform another Extra Attack with advantage against the same target. However, doing this declares the end of the Space Marine's turn.
 
;Military School (Specialist Training)
: At '''7th''' level the Space Marine can pick another Feat from either the '''Ranged Combat''' or '''Melee Weapon Combat''' Feat section for a Bonus Feat.


;Special Focus Training
;Special Focus Training
: Gained on the '''8th''' level, the Space Marine picks either Melee, Ranged Weapons, or Armor to focus on to help allow him to better fight in different roles within a Squad. The Player chooses between: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], [[Heavy Armor Training]].
: At '''7th''' level, the Space Marine picks one category to master: [[Heavy Melee Weapon Training]], [[Heavy Ranged Weapon Training]], or [[Heavy Armor Training]]. If one of these Feats is already trained and the Player doesn't wish for other types of training, then they can take the [[Training Expert]] feat.


;Military Training Trick
;Veteran’s Grit
: Again on the '''9th''' 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.
: At '''9th''' level, the Space Marine can "shake off" a condition (such as Shaken, Fatigued, or Frightened) as a '''Simple Action''' once per encounter.
:;Prey:
:: The Space Marine can 'mark' 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 '''18th''' Character level this goes up to 2d6. This is not affected by Critical damage but is affected by DR.
:;Against All Odds:
:: If the Space Marines find themselves surrounded/flanked by multiple opponents all within either the Space Marines' reach or their own reach (in other words, they can do or be dealt with melee damage). In this situation, the Space Marine gains advantage to doing Melee attacks. When performing a melee attack against a target while in this circumstance, the Space Marine 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 their Strength Mod number of rounds.


;Military School (Space Marine Elite Training)
;Void Legionnaire
: At '''10th''' level the Space Marine can pick another Feat from either the '''Ranged Combat''' or '''Melee Weapon Combat''' Feat section for a Bonus Feat.
: At '''10th''' level, choose your legacy:
:; - Legion Bulwark:
:: Gain +3 DR (Kinetic) damage and you can no longer be knocked prone or moved against your will by any creature your size or smaller.
:; - Legion Sharpshooter:
:: Your ranged attacks ignore the first 5 points of DR and your critical range increases by 1 (e.g., 20 becomes 19-20). Max 17-20.
:; - Legion Commander:
:: All allies within 30ft of you gain a +2 morale bonus to accuracy and saving throws as long as you are conscious and not incapacitated. They also gain an additional +1 to accuracy if targeting an Enemy that has been "Marked" with the Prey ability.


== Starfighter ==
== Starfighter ==
Line 1,297: Line 1,470:
|1st|| [[Pilot]] Training, Reckless Behavior
|1st|| [[Pilot]] Training, Reckless Behavior
|-
|-
|2nd|| Sharp Reflexes, Dirty Fighting
|2nd|| Starfighter’s Discipline (Choice), Sharp Reflexes
|-
|-
|3rd|| Do a barrel roll!
|3rd|| Evasive Footwork, Do a barrel roll!, Target Lock
|-
|-
|4th|| Bonus Feat, Shake, Rattle, And Roll
|4th|| Scramble, Bonus Feat
|-
|-
|5th|| To the max!
|5th|| To the max!, Hangar Talk
|-
|-
|6th|| [[Pilot]]'s Awareness, Daredevil
|6th|| Wingman (Choice), Pilot’s Awareness
|-
|-
|7th|| Intimidating Reputation
|7th|| Intimidating Reputation, In-Flight Improvisation
|-
|-
|8th|| Bonus Feat, Keep it together
|8th|| Bonus Feat, Keep it together, Shake, Rattle, And Roll
|-
|-
|9th|| Cool Under Pressure
|9th|| Cool Under Pressure, Vector Thrust
|-
|-
|10th|| [[Pilot]]'s Luck
|10th|| Master of the Skies (Capstone Choice)
|}
|}
The job of a fighter pilot is a tough and dangerous one. Years of intense training never genuinely 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.
The job of a fighter pilot is a tough and dangerous one. Years of intense training never genuinely prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive onslaught of thousands of other little ships so small they are barely visible against the canvas of stars. Most do not survive this first chaotic experience. But for those who do, they become the elite—the few who can dance between debris and weapon fire with a smirk.


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 the enemy and friendly ships alike dart in and out of there limited cot-pit view. Most, realizing their mortality, and 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 most exceptional pilots the galaxy has to offer.
Whether they are flying for a military, a corporation, or their own survival, Starfighters are defined by their reflexes and their ability to stay calm when everything around them is moving at thousands of kilometers per hour. These skills translate naturally to the ground, where the Starfighter treats the battlefield like a low-altitude dogfight, using momentum, positioning, and pure nerve to outmaneuver any opponent.


Choose the Starfighter if you want your character to be an astrogatin', battleship-hatin' fighter jockey with confident skills in the pilot seat and elsewhere.
Choose the Starfighter if you want your character to be a high-mobility "Interceptor" who excels in the cockpit, dominates ground movement, and has the grit to navigate the roughest spaceports in the galaxy.


 
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.
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.


'''<u>Requirements</u>''': To qualify to become a Starfighter, a character must fulfill the following criteria.
'''<u>Requirements</u>''': To qualify to become a Starfighter, a character must fulfill the following criteria.
Line 1,329: Line 1,501:


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# Feats: Advanced Firearms Proficiency, Advanced Two-Weapon Fighting
# None.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
<u>Ability Affinity</u>: Dexterity and Charisma
<u>Ability Affinity</u>: Dexterity and Charisma
<u>Class Skills</u>: [[Acrobatics]] (Dex), [[Bluff]] (Cha/Int), [[Pilot]] (Dex), [[Perception]] (Wis), [[Survival]] (Wis).


<u>Class Skills</u>: The Starfighter’s class skills are as follows. [[Acrobatics]](Dex), [[Bluff]](Cha), [[Pilot]](Dex), [[Perception]](Wis), [[Survival]](Wis).
=== Starfighter's Class Talents ===
 
=== Starfighter's Class Features:  ===
----
----
;Pilot Training
;Pilot Training
: Starting at Starfighter '''1st''' 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 an advantage when piloting any ship.
: Starting at Starfighter '''1st''' level, a Starfighter automatically gains the [[Spaceship Helm Officer]] and [[Guide]] feats. The Starfighter has an advantage when piloting any ship.


;Reckless Behavior
;Reckless Behavior
: The Starfighter's reckless nature can sometimes get them in trouble. This ability is granted at '''1st''' level. At the start of combat, the Starfighter can 'jump the gun' to get off a Bonus Attack in a special surprise round just for his character. The Starfighter can choose to roll an Initiative check against a DC15 + Enemies' Initiative Score. If successful, the Starfighter performs 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.  
: At '''1st''' level, the Starfighter's "jump the gun" mentality allows them to act when others are still assessing the threat. At the start of combat, the Starfighter can roll an Initiative check against a DC15 + Enemies' Initiative Score. If successful, they may perform a single Standard Action as a Surprise round just for the Starfighter. Doing so gives them a -2 AC penalty for the first round of combat as they overextend.
 
;Starfighter’s Discipline (Level 2 Choice)
: At '''2nd''' level, choose your primary operational focus:
:; A) The Ace:
:: You are a master in the cockpit. You gain an Advantage on accuracy checks with ship-mounted weapons and on saving throws to avoid Battle Damage. You can perform the "Shake, Rattle, and Roll" feature (Level 4) twice as often.
:; B) The Interceptor:
:: You treat ground combat like a dogfight. You gain a +5ft bonus to base speed and an Advantage on opposing Initiative checks. When moving through an enemy's square using Acrobatics, the DC is reduced by 5. Gain Advantage on the Combat Technique Overrun.
:; C) The Scoundrel:
:: You know the ins and outs of every spaceport. You gain an Advantage on [[Bluff]] and [[Stealth]] checks, when in a Spaceport, or on a Spaceship. You can use your [[Pilot]] skill in place of [[Diplomacy]] or [[Intimidate]] when dealing with spacers, mechanics, or ship merchants.


;Sharp Reflexes
;Sharp Reflexes
: Starting at '''2nd''' level, a Starfighter applies his newfound skills in the form of an advantage bonus whenever he does a skill check, ability check, or saving throw made aboard a spaceship he is piloting.
: At '''2nd''' level, a Starfighter applies his elite reflexes to any vehicle he pilots, gaining an Advantage on all checks and saves made aboard. On the ground, you take no damage when successfully making a Dexterity saving throw to reduce damage from an area effect.


: The Starfighter also takes no damage when successfully doing a Dexterity saving throw from a Talent, Technique, or other such ability.
;Evasive Footwork
: At '''3rd''' level, your momentum is your armor. As long as you have moved at least 15ft on your turn, enemies take a Disadvantage on all accuracy checks against you until the start of your next turn. Do not gain Tactical Opportunity from moving out of an enemies melee threat range.


;Dirty Fighting
;Do a barrel roll!
: At '''2nd''' level the Starfighter can use his elite reflexes and piloting tricks to perform a quick trick to an enemy in combat. This talent must be declared before the attack and can be used successfully only 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.
: At '''3rd''' level, as a Standard Action while piloting, the ship gains a +4 bonus to AC until your next turn. On the ground, you can use this as a Simple Action after a move to gain a +2 Dodge bonus to AC for 1 round.


: At '''Character level 10''' this changes to 1d6 rounds.
;Target Lock
: At '''3rd''' level, you can "lock on" to a target as a Simple Action. You gain an Advantage on all accuracy checks against that target. This lock lasts as long as you maintain line of sight. You can only have one target locked at a time.


; Do a barrel roll!
;Scramble
: At '''3rd''' level the Starfighter can perform an acrobat maneuver while piloting a spacecraft as a Standard Action. The ship gains a +4 bonus to AC until this next turn. The Starfighter can do this 1 + 1/4th of his level, rounded up, in between rests. Full rest is required to use it again.
: At '''4th''' levelthe Starfighter can choose to act in the Vanguard phase even if they are in the Rearguard, or vice versa, by spending a Simple Action to "Scramble." This can be done a number of times per day equal to the Starfighter's Dexterity Mod.


;Bonus Feat
;Bonus Feat
: The Starfighter gains a Bonus Feat at '''3rd''' and '''8th''' levels. You can choose from the following categories. '''Misc Feats''', '''Space Ship Operations''', '''Two-Weapon Fighting''', '''Ranged Combat'''
: At '''4th''' and '''8th''' levels, the Starfighter can gain a Bonus Feat from the following categories: '''Utility''', '''Space Ship Operations''', '''Ranged Combat''', '''Two-Weapon Fighting'''


;Shake, Rattle, And Roll
;To the max!
:At '''4th''' level, a Starfighter learns how to 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 for this to 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 '''4th''' level, twice per day at '''7th''' level, and three times per day at '''10th''' level.
: At '''5th''' level, you can push engines or your own body beyond safe limits.
:; Ship: Increase tactical speed by +500ft per Engine Mod for 1 minute.
:; Ground: Increase base speed by +10ft per Dex Mod for 2 rounds.
: Both uses require a 1-hour "cool down" period afterward.


;To the max!
;Hangar Talk
:At '''5th''' 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.
: Also at '''5th''' level, your reputation precedes you. You gain an Advantage on [[Sense Motive]], [[Diplomacy]] and [[Intimidate]] checks within spaceports, military installations or on other pilots or spacers. You can procure "restricted" ship parts or fuel as if it had one less Procure Difficulty.


:This can also be used by the Starfighter to push themselves physically in combat, which increases the Starfighter's base speed by 5ft per Dexterity Mod for one round. This can only be done once per day.
;Wingman (Level 6 Choice)
: At '''6th''' level, you learn to support your flight lead (or squad mates):
:; A) Covering Fire:
:: When a Starfighter gains a Bonus Action from a Standard Move/Attack Action they can choose a Bonus Covering Fire Action. This Action can be stashed until the Starfighter's next turn. The Starfighter can use this Bonus Action out of turn if another ally is attacked; then the Starfighter can choose to use their Bonus Covering Fire Action on the attacker. As long as the Attack Accuracy Check isn't a Critical Failure, the target gains Disadvantage on their accuracy check against the ally. If it is a hit treat all hits as a Minor Hit.
:; B) Tactical Lead:
:: You can spend a '''Bonus Action''' to grant an ally in your group (Vanguard/Rearguard) an Advantage Die on their next accuracy check or skill roll. When a Starfighter's ally goes at the same time for their Standard Action in the same turn phase, IE (Vanguard/Rearguard) and they fail, instead of automatically taking that failure if the Starfighter gains a Bonus Action that turn they can sacrifice it to give an Advantage to the ally. Out of combat this acts like an automatic successful aid of another player's Skill check or Ability check/saving throw.


;Pilot's Awareness
;Pilot's Awareness
: At '''6th''' level any ship the Starfighter starts to apply their acute senses learned from the near-death experiences of their carrier. They gain a +1 to Passive [[Perception]] and +1 Misc bonus to [[Perception]] skill checks.
: At '''6th''' level, you gain a +2 Misc bonus to [[Perception]] and Passive Perception as well as to [[Sense Motive]] and [[Bluff]] checks.


;Daredevil
: When a Starfighter is in the Helm's Ship Position, that ship gets to add +2 to its Passive Sensors.  
: At '''6th''' level the Starfighter gains the [[Drive-By_Attack|Drive By Attack]] feat.


;Intimidating Reputation
;Intimidating Reputation
: Any Starfighter who lived long enough to retire from service is considered threatening. But then add years more out adventuring, and they can be downright terrifying. At '''7th''' 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 refer to their skilled [[Pilot]] at the helm and gain the same bonus.  
: At '''7th''' level, your name carries weight. You get a +2 Misc bonus to [[Intimidate]] checks. When piloting a crewed ship, you can add your Dexterity modifier to the ship's Intimidate checks.
 
;In-Flight Improvisation
: Also at '''7th''' level, you can use your [[Pilot]] skill in place of [[Computer Use]] or [[Disable Device]] when attempting to hotwire vehicles, bypass security on hangar doors, or repair flight systems in the field.


;Keep It Together
;Keep It Together
:At '''8th''' 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.
: At '''8th''' level, you can keep a dying ship or your own body functional through pure willpower. You can operate a spaceship at maximum Battle Damage for Dexterity/Charisma (Whichever is higher) Mod rounds before it explodes. On the ground, you can delay the effects of the [[Conditions#-_Stunned|Stunned]] or [[Conditions#-_Dazed|Dazed]] conditions for 1 round.
 
;Shake, Rattle, And Roll
:At '''8th''' level, a Starfighter learns how to 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 for this to 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 combat.


;Cool Under Pressure
;Vector Thrust
: At '''9th''' level the Starfighter now has an advantage when rolling saving throws against mind-altering effects both in combat and while piloting.
: At '''9th''' level, you master the art of tactical repositioning. You can switch between the Vanguard and Rearguard phases as a **Free Action** at the start of any round. Additionally, your movement no longer triggers Tactical Opportunities from enemies you have attacked this turn.


;Pilot's Luck
;Master of the Skies (Level 10 Capstone)
: Starting at '''10th''' level, a Starfighter shows off their 'skill' or plan dumb luck as they do otherwise impossible feats of acrobatics or piloting. They can get Lucky once per day. However, at '''Character Level 15''' that changes to 2 times per day.
: At '''10th''' level, your training is complete:
: - When piloting the Starfighter can choose between the following bonuses for one round.
:; A) Ghost in the Machine (The Ace):  
:* Provide an advantage bonus to both the accuracy check and damage of the Ship's Weapon systems.
:: Once per day, you and your ship become "untargetable" by electronic sensors for 1 minute. All attacks against you have a 50% miss chance, and you gain an Advantage on all attacks.
:* Provide a +6 to AC to avoid being hit.
:; B) Momentum Strike (The Interceptor):
:* Allow the spaceship to RAM another ship and only take 1/8th damage instead of the normal 1/4th.
:: Once per encounter, after moving at least 30ft, your next attack deals maximum damage and adds your total distance moved to the damage result.
:* Allow another person to perform a Grapple Function with Advantage.
:; C) Slipstream (The Scoundrel):
: - When when normal combat for one round.
:: You can move through solid objects and enemy spaces as if they weren't there for 1 round. This movement does not trigger Tactical Opportunities, and you end the move with a "Phantom Strike" that automatically threatens a Critical Hit.
:* Distract an enemy, making them take no advantage and one disadvantage when attacking any target other than yourself.
:* 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.
:* Before doing a saving throw the [[Pilot]] can declare '[[Pilot]]'s Luck' or they can say 'Dumb Luck' and if they can roll twice and take the one with the better outcome.


== Swindler ==
== Swindler ==
Line 1,402: Line 1,593:
! Special
! Special
|-
|-
|1st||Cheat Fate<br />Sneak Attack +1d4  
|1st||Cheat Fate, Sneak Attack +1d4  
|-
|-
|2nd|| Thousand Faces, Escape Artist
|2nd|| Swindler’s Calling (Choice)
|-
|-
|3rd|| Fortune's Favor  
|3rd|| Fortune's Favor, Escape Artist
|-
|-
|4th||Lucky Strike<br />Sneak Attack +2d4
|4th|| Luck Perk (Choice)
|-
|-
|5th|| Bonus Feats  
|5th|| Bonus Feats  
Line 1,414: Line 1,605:
|6th|| Warp Probability  
|6th|| Warp Probability  
|-
|-
|7th|| Timely Stride<br />Sneak Attack +3d4
|7th|| Infiltration Style (Choice)
|-
|-
|8th|| Turn Back Time<br />Lucky Strike+  
|8th|| Twist Fate (Choice), Luck Perk+
|-
|-
|9th|| One Last Trick  
|9th|| One Last Trick  
|-
|-
|10th|| Sneak Attack +4d4
|10th|| The Big Score (Capstone Choice)
|-
|-
|}
|}
Ever meet someone where life always seams to go their way? Imagine someone who recognized this and used it to their advantage. The actions of a Swindler are almost always nefarious and are never just about skill. Its about Luck. Its about being at the right place at the right time... somehow. And it's about making Lady Luck sing your tune. Some follow a weird cult that believes in an all-powerful 'will' that embodies the universe and manifests itself in a way that can only be described as 'luck'. 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's have learned to throw themselves into "The Gamble." Gambling sometimes with there very own lives, and possibly others as well they attempt to cheat fate and win big.
Ever meet someone where life always seems to go their way? The Swindler doesn't just rely on skill—they rely on Luck. Whether it is through an ancient technological artifact, a unique psionic resonance, or simply being at the right place at the right time, Swindlers have learned to throw themselves into "The Gamble," cheating fate to win big.


Swindler's are usually easy going and never consider themselves to be tied to a single ideology. They typically do not have a strong loyalty to any nation or belief except possibly too themselves. Swindler's are usually looked down on by others as their lifestyle is often unorthodox. However, when they do work with others, they are commonly used as thieves/buglers or when running a crooked gambling casino. However some may attempt to use their abilities for good. Or at least for what they think is right. They can turn out to be vigilantes.
Choose the Swindler if you want a character who manipulates probability, excels at stealth and deception, and thrives on high-risk, high-reward scenarios.


Swindler's sometimes have to look out for Dimensional Knights particular from the Order of Unity. In fact, that is where they get the name. It is the believed by some that Swindlers get their unique power from a 'lower' forum of the same power that is bestowed upon Dimensional Knights. Swindler's are somehow capable of 'bending' the rules that govern the Cosmos which too some seem an awful lot like bending spacetime. Any organization that seeks to understand, control, manipulate such things will likely be a danger to a Swindler.
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.
 
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.
 
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.
 
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.
 
'''<u>Requirements</u>''': To qualify to become a Swindler, a character must fulfill the following criteria.


'''<u>Requirements</u>''':
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Charisma '''OR''' Ability: Charisma Score 15+ '''OR''' Ability: Dexterity Score 15+ and Charismatic score of 12+
# Path: Path of Charisma '''OR''' Ability: Charisma Score 15+ '''OR''' Ability: Dexterity Score 15+ and Charisma score of 12+


'''<u>Restrictions</u>''':
'''<u>Restrictions</u>''':
# Class: A Swindler Character cannot *first* be a Dimension Knight.
# Class: A Swindler Character cannot '''first''' be a Dimension Knight.
# Class: A Swindler cannot also be a Tracer.
# Class: A Swindler cannot also be a Tracer.


'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
 
<u>Ability Affinity</u>: Charisma and Dexterity  
<u>Ability Affinity</u>: Charismatic and Dexterity  
<u>Class Skills</u>: [[Bluff]] (Cha/Int), [[Diplomacy]] (Cha/Wis), [[Disguise]] (Cha), Choose One [[Knowledge]] (Int), [[Perception]] (Wis), [[Stealth]] (Dex), [[Sleight of Hand]] (Dex).
 
<u>Class Skills</u>: 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).
 
<u>Feat Bonuses</u>: [[Deceptive]]
<u>Feat Bonuses</u>: [[Deceptive]]


=== Swindler's Class Features ===
=== Swindler's Class Talents ===
----
----
The following class features pertain to the Swindler advanced class.


;Cheat Fate
;Cheat Fate
: Starting at Swindler '''1st''' 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 '''9th''' level this ability can be used twice per day.
: At Swindler '''1st''' level, fortune favors the bold. Once per day, you may re-roll one roll you have just made before the result is announced. You must take the result of the re-roll. At '''8th''' level, this can be used twice per day.


;Sneak Attack
;Sneak Attack
: At '''1st''' level, the Swindler 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 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.
: At '''1st''' level, you deal extra '''1d4''' points of damage on successful melee or light ranged weapon attacks against an unaware or flanked opponent. This can only be done once per round. This extra damage increases to '''+2d4''' at 4th level, '''+3d4''' at 7th level, and '''+4d4''' at 10th level.


: This Talent can only be used with melee weapons the Character has proficiency with and only on opponents that are unaware of the Character or flanked.  
;Swindler’s Calling (Level 2 Choice)
: At '''2nd''' level, choose your primary method of operation:
:; A) The Gambler:
:: You live for the rush. You can spend a Simple Action to "Raise the Stakes" on your next attack. Gain another Advantage Die and add it to your accuracy. However, if the attack misses, you are [[Conditions#Flat_Footed|Flat-Footed]] until the start of your next turn.
:; B) The Phantom:
:: You are a master of infiltration. You gain an Advantage on [[Acrobatics]] and [[Stealth]] checks. You no longer suffer penalties for moving at full speed while in stealth.
:; C) A Thousand Faces:
:: You gain the '''Thousand Faces''' ability, allowing you to don a convincing disguise in 1d4 minutes, or a quick and dirty disguise in 9 seconds or 3 rounds even while in combat taking up Simple Actions for 3 rounds. The Swindler also gets advantage bonus on '''7th''' level. In combat, you gain Advantage when performing [[Techniques#Combat_Techniques|Feint]].


: The extra damage increases to +2d4 at '''4th''' level, +3d4 at '''7th''' level and +4d4 on '''10th''' level.
;Fortune's Favor
 
: At '''3rd''' level, your luck extends to your pockets. You gain an Advantage on [[Profession]] checks, [[Diplomacy]] checks for selling items, and any checks made to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials, you also gain an Advantage.
;Thousand Faces
: At '''2nd''' level a Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. Thus 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 '''9th''' level.


;Escape Artist
;Escape Artist
: Starting at '''2nd''' 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 an advantage whenever attempting to escape confinement. It is either ropes, chains, a force field, or a jail. As long as he has been in some way immobilized. This does not count while in combat.  
: Also at '''3rd''' level, you gain the Feat Base Skill called [[Escape Artist]]. Gain advantage whenever attempting to escape confinement, such as ropes, chains, a force field, or a jail, provided you are not in combat. This talent is born from a long history of "hearing" about others' narrow escapes—though surely you have never been caught yourself.
 
;Fortune's Favor
: At '''3rd''' level the Swindler's luck at obtaining wealth seems to be unnaturally high. He gets an advantage bonus too, on profession checks. An advantage bonus to [[Diplomacy]] checks when attempting to sell an object and handle for its price. He also gains an advantage bonus when trying to [[Wealth_and_Money#Additional_Sources_of_Income|Gamble or make Investments]]. When scavenging for parts or crafting materials, the Swindler also gains an advantage.


;Lucky Strike
;Luck Perk (Level 4 Choice)
: At '''4th''' level the Swindler gets to choose how to improve their better combat skills using their unique set of skills. Do they increase their critical chance or critical damage?
: At '''4th''' level, choose how your luck manifests:
:; Critical Chance Increase:
:; A) Lucky Strike:
Once per combat, if the Swindler performs a Standard Action, they can benefit from a +1 to the critical range of their weapons. A weapon's critical range cannot go above 17-20 with this ability. The Swindler benefits from +1 critical range on every attack in a round of combat until he or she does a Critical.
:: Choose either +1 to the critical range of your weapons (max 17-20) or +1 to your weapon's critical multiplier (max x5).
:; Critical Damage Increase:
:::; Critical Chance Increase:
:: Once per combat if the Swindler performs 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 combat, the Swindler does a critical unless the Swindler chooses to ignore the bonus. This cannot make a critical multiplier go higher than 5x.
:::: Once per combat, they can benefit from a +1 to the critical range of their weapons. A weapon's critical range cannot go above 17-20 with this ability. The Swindler benefits from +1 critical range on every attack in a round of combat until he or she does a Critical.
 
:::; Critical Damage Increase:
: The Swindler gets this ability again at '''8th''' level. They can choose the same as before, and it will stack, or choose differently to be more well-rounded.
:::: Once per combat, if the Swindler performs 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 combat, the Swindler does a critical unless the Swindler chooses to ignore the bonus. This cannot make a critical multiplier go higher than 5x.
:; B) Loaded Dice:
:: Once per day, you can declare a roll to be "Rigged." Treat any natural roll of 1–5 on the d20 as a 10. At '''10th''' level, the Swindler can do this twice a day. If the Swindler chooses, they can do this more than their level allows, but each time they do, they become [[Conditions#-_Fatigued|Fatigued]]. If they are already Winded, Fatigued, or [[Conditions#-_Exhausted|Exhausted]], then they cannot do this.
:; C) Second Chance:
:: When you use `Cheat Fate`, any Advantage Die that is re-rolled is treated as [[Advantage#Luck|Lucky]]. If it was a disadvantage, take the lower of the two numbers to subtract. The Swindler can now Cheat Fate twice per day, and at '''8th''' level, this can be used 3 times per day.


;Bonus Feats
;Bonus Feats
: At '''5th''' level, the Swindler gets a free Bonus Feat from one of the following categories: '''Utility Feats''', '''Two-Weapon Fighting''', '''Melee Weapon Combat'''.
: At '''5th''' level, gain a free Bonus Feat from: '''Utility Feats''', '''Two-Weapon Fighting''', or '''Melee Weapon Combat'''.


;Warp Probability
;Warp Probability
: Starting on the '''6th''' level, the Swindler can affect another target's attack roll, skill check, ability check, or saving throw. This ability can be used at any time, even if the Swindler has already performed an action. However, this sacrifices the Swindler's next Standard action. The Swindler must be within 30ft, +5ft for every Charisma Mod, and must be able to see the target. Swindler must also declare that he’s doing the extra action before the result of an enemy's roll is revealed. If the target is an ally the Swindler can wait until after the roll's results. This cannot be done on his own. The Swindler rolls his Advantage Die twice and the Swindler can either add or subtract the result from the target's d20 roll.  
: At '''6th''' level, you can affect another target's roll within 45ft (+5ft per Cha Mod). This requires a Standard Action, and this can be done both on the Swindler's turn or out. They forfeit their next turn's Standard Action if done out of Phase. IE: If the Swindler is in the Vanguard, they can perform this action in the Rearguard even if they already acted, but next turn they lose the Standard Action. If targeting an enemy combatant, the Swindler must first declare their intent before the GM declares the result of the target's action. Roll your Advantage Die twice and either add or subtract the result from the target's d20 roll. This can be used a number of times equal to your Charisma Mod per day.


: This can only be performed a number of times equal to the Swindler's Charisma Mod per day.  
: If out of combat, the Swindler can use this to adjust the check or saving throw of a target.


;Timely Stride
;Infiltration Style (Level 7 Choice)
: Starting at '''7th''' level, the Swindler has learned long ago to be quick on his feet. However, over time, 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. The Swindler can no longer be caught Flat-Footed during a surprise round.  
: At '''7th''' level, you refine your movement:
:; A) Timely Stride:
:: You gain +10ft of base speed and can no longer be caught [[Conditions#Flat_Footed|Flat-Footed]] during a surprise round.
:; B) Slip the Cuffs:
:: You can move through an enemy's square without triggering a '''Tactical Opportunity'''. If you end your move adjacent to an ally, you can swap places with them as a '''Free Action'''.
:; C) Hidden in Plain Sight:
:: (Requires A Thousand Faces) You can use the [[Stealth]] skill even while being observed, provided you are within 10ft of a crowd or cover. Your "Quick and Dirty" disguise now takes only 1 round (3 seconds).


;Turn Back Time
;Twist Fate (Level 8 Choice)
: At '''8th''' 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.  
: At '''8th''' level, you learn to manipulate the luck of everyone around you. Choose one of the following:
:; A) Stolen Luck:
:: Once per day, when an enemy within 60ft rolls a natural 20 on an accuracy check or saving throw, you can "steal" it. Their roll becomes a natural 1 instead. You store that natural 20 and can use it to replace any d20 roll you or an ally makes within the next hour.
:; B) Probability Ripple:
:: As a Standard Action, you emit a 20ft field of chaotic probability for 1 minute. All allies within the field gain [[Advantage#Luck|Luck]], and all enemies are [[Advantage#Luck|Unlucky]]. This can be used once per day.


: At '''16th''' Character level, this can be used twice per day.
;Luck Perk+
: Also at '''8th''' level, you can either pick a second choice from the '''Luck Perk''' list or upgrade your existing choice:
:; Lucky Strike+:
:: Gain the other benefit (Critical Range or Critical Multiplier) that you did not pick at level 4.
:; Loaded Dice+:
:: You can now use '''Loaded Dice''' to treat any natural d20 roll of 1-10 as a 12.
:; Second Chance+:
:: When you use `Cheat Fate`, you may now treat the d20 as a Lucky roll ie: roll twice and take the better result.


;One Last Trick
;One Last Trick
: At '''9th''' level, if the Swindler finds himself stuck in a nasty situation they can attempt to flee using their 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 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 Standard Action and is the declaration of the end of the Swindler's turn.
: At '''9th''' level, if you are at or below 10% health (round down) , you can teleport up to 120ft (+10ft per Cha Mod) as a '''Standard Action''' (or as a response out of turn, forfeiting your next round). As a free action the Player can roll [[Stealth]]. This concludes your turn.
 
;The Big Score (Level 10 Choice)
: At '''10th''' level, you achieve ultimate mastery:
:; A) Double or Nothing (The Gambler):
:: You are the master of the high-stakes play. When you succeed on an accuracy check or skill check, you can choose to "Double the Bet" by rolling again. If you succeed a second time, the effect is tripled (triple damage, or automatic success on the next related task). However, if the second roll is a failure, the original action fails, you take damage equal to half what you would have dealt (or fail the task spectacularly), and you are [[Conditions#-_Stunned|Stunned]] for 1 round.
:; B) Ghost Walk (The Phantom):
:: You can step between the folds of reality. As a Standard Action, you become partially ethereal for 1 minute. During this time, you can move through solid matter (up to 10ft thick) and gain a +4 bonus to AC as attacks pass through your shifting form. You can end this effect early as a Free Action to make a "Phantom Strike," which deals maximum damage and counts as a Sneak Attack even if the target is not flanked or unaware. This ability can be used once per day.
:; C) Grand Delusion (A Thousand Faces):
:: You can weave lies so potent they warp reality for those who hear them.
::: '''In Combat:''' Spend a Standard Action to perform a "Massive Con." All enemies within 30ft must make a Wisdom Save (DC 15 + Cha Mod) or become [[Conditions#Confused|Confused]] for 1d4 rounds.
::: '''Out of Combat:''' You can perfectly impersonate any individual you have observed for at least 1 minute, including their voice, mannerisms, and biometric patterns. Additionally, you can "Gaslight" an NPC by talking to them for 5 minutes (DC 20 Diplomacy/Bluff). If successful, they will believe a single logical falsehood you present as absolute truth for 24 hours, regardless of prior knowledge.


== Technosavant ==
== Technosavant ==
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: The Technosavant
|+ Table: The Technosavant
! rowspan="2"|Class<br />Level
! Class Level !! Core Features !! Path Feature (Cybernaut or Robotic Savant)
! Cybernaut
! '''-'''
! Robotic Master
|-
|-
! Special
| 1st || Technocant || Path Choice, Initial Path Feature
! '''-'''
! Special
|-
|-
|1st|| Technocant || '''-''' || Technocant, Robotic Friend
| 2nd || Tech Hoarder || -
|-
|-
|2nd|| Tech Hoarder || '''-''' || Tech Hoarder
| 3rd || - || Path Feature
|-
|-
|3rd|| || '''-''' || Robomancer, Field MARS Surgeon
| 4th || Technophile || -
|-
|-
|4th|| Technophile || '''-''' || Technophile
| 5th || Bonus Feat || Path Feature
|-
|-
|5th|| Bonus Feat, Robotic Vulnerability || '''-''' || Bonus Feat, Robotic Vulnerability<br />Technique Integration
| 6th || Robotic Vulnerability || -
|-
|-
|6th|| Virtual Houdini || '''-''' || Virtual Houdini
| 7th || Virtual Houdini || Path Feature
|-
|-
|7th|| || '''-''' || Advanced MARS Surgeon
| 8th || Build Prototype || -
|-
|-
|8th|| Build Prototype || '''-''' ||  Build Prototype
| 9th || Machine Intuition || -
|-
|-
|9th|| || '''-''' || Technique Integration
| 10th || Greater Vulnerability || Path Feature
|-
|10th|| Greater Vulnerability || '''-''' || Greater Vulnerability, Robotic Combo Attack
|}
|}
The teacher walked up to April's desk with a worried expression on his face. He looked at the tablet in his hands. It was April's homework and last test scores. A large red square at the top right corner blinking with a white F centered within it. "Uhrm... Miss April a moment of your time." The teacher said with a pause hoping to get April's attention. He failed. April's eyes were fixed on the workbench before her. A small spattering of electronics mixed with wires, duck tape, 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. "UH HRM! Miss April a moment PLEASE!" The teacher said this time with resolve in his voice.
The teacher walked up to April's desk with a worried expression on his face. He looked at the tablet in his hands. It was April's homework and last test scores. A large red square at the top right corner blinking with a white F centered within it. "Uhrm... Miss April a moment of your time." The teacher said with a pause hoping to get April's attention. He failed. April's eyes were fixed on the workbench before her. A small spattering of electronics mixed with wires, duck tape, 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. "UH HRM! Miss April a moment PLEASE!" The teacher said this time with resolve in his voice.


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Player's who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.
Player's who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.


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.
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.
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<u>Ability Affinity</u>: Intelligence and Wisdom
<u>Ability Affinity</u>: Intelligence and Wisdom


<u>Class Skills</u>: 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),
<u>Class Skills</u>: 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).


<u>Feat Bonuses</u>: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant  
<u>Feat Bonuses</u>: [[Computer Wiz]] or [[Jerry Rigging]]. (Player chooses at level 1 Technosavant)


=== Technosavant's Class Features ===
=== Technosavant's Class Talents ===
----
----
The following class features pertain to the Technosavant advanced class.


;Cybernaut or Robotic Master
;Cybernaut or Robotic Savant
: At Technosavant's first level the Player must choose between being a Technosavant Cybernaut or a Technosavant Robotic Master. There are some class features shared by both.
: At Technosavant's first level the Player must choose between being a Technosavant Cybernaut or a Technosavant Robotic Savant. This choice determines your specialized Path Features.
:* Cybernaut: is a Technosavant who focuses on improving themselves by becoming more digital and robotic. They learn to enhance their bodies with cybernetics, becoming cyborgs.
:* '''Cybernaut''': Focuses on improving themselves by becoming more digital and robotic, mastering the art of the Cyborg.
:* Robotic Master: is someone who focuses on making and controlling robots. They make them do things for them or even to become friends with their own creations.  
:* '''Robotic Savant''': Focuses on making and controlling robots, adventuring alongside their own MARS creations.


;Technocant
;Technocant
: Starting at Technosavant '''1st''' 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'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).  
: Starting at Technosavant '''1st''' level, a Technosavant learns to read, write, and speak a jargon-riddled dialect called Technocant. You gain the Language Technocant for free at Rank 1. Additionally, you can speak and decipher machine logs. As a '''Simple Action''', you can "ping" any electronic system within 30ft +5ft per Wisdom Mod to identify hidden cameras, sensors, or data ports. This grants an Advantage Die on your next [[Computer_Use|Computer Use]] or [[Disable Device]] check against that system.


;Tech Hoarder
;Tech Hoarder
: At '''2nd''' level, the Technosavant'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.  
: At '''2nd''' level, you gain the [[Salvage]] feat. Furthermore, you can scavenge spare parts from a disabled machine or robot in 1 round (Standard Action). This grants you "Scrap Units." You can spend a Scrap Unit as a '''Free Action''' to grant yourself an Advantage Die on any Craft or Repair check made in the field.


;Technophile
;Technophile
: At '''4th''' level, the Technosavant uses their experience to better identify mysterious technology. gains an advantage in any check made to determine an unfamiliar piece of technology or an alien artifact.
: At '''4th''' level, identifying unfamiliar technology or alien artifacts is a '''Simple Action''' for you. If you successfully identify an enemy's active gear (Power Armor, Shields, or Robots) during combat, you can relay its "Critical Fault" to your allies. All allies in your combat group (Vanguard or Rearguard) gain an Advantage Die on their next attack against that target.


;Bonus Feat
;Bonus Feat
: At '''5th''' level, the Technosavant can choose from the following feat categories: '''Uility Feats''', '''Proficiency Tree '''
: At '''5th''' level, the Technosavant can choose from the following feat categories: '''Utility Feats''' or '''Proficiency Tree'''.


;Robotic Vulnerability
;Robotic Vulnerability
: A Technosavant of '''5th''' 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. Also, the Techno Hoarder gains an advantage bonus on grapple checks against robots, enabling her to deactivate them more efficiently using the [[Disable Device]] skill. They also gain +1 Misc bonus to [[Disable Device]] skill.
: At '''6th''' level, you know exactly where to strike a machine's servos. When attacking a robot or cyborg, your '''Extra Damage threshold is reduced by 1'''. Additionally, you deal +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. You also gain an advantage bonus on grapple checks against robots, enabling you to deactivate them more efficiently using the [[Disable Device]] skill.


;Virtual Houdini
;Virtual Houdini
: A Technosavant of '''6th''' level or higher can perform small wonders with a computer. The Technosavant can write tailor-made viruses in the middle of combat. It only takes 2 rounds of Standard Actions in 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]].
: At '''7th''' level, you can perform small wonders with a computer. You can "Hack" an enemy electronic device (weapon, armor, or robot) within 30ft + 5ft per Int Mod as a '''Standard Action'''. Roll an Intelligence check (DC 15 + Tech Level). On a success, you force a "Glitch": a weapon jams, power armor locks (reducing speed to 0), or a robot loses its next Standard Action. You also gain a +1 misc bonus to [[Computer_Use|Computer Use]].


;Build Prototype
;Build Prototype
:At '''8th''' 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's current Tech Level is increased by +5 per tech level higher than her own.
: At '''8th''' level, you can "Field-Rig" a one-use gadget from the General Equipment list (Tech Level 2 or lower) in 1 minute using scrap parts. This gadget functions perfectly for one encounter before falling apart. Additionally, you can repair and craft Mechanic or Electrical items of any Tech Level, though the Craft check DCs for any item above your current Tech Level is increased by +5 per tech level.
 
;Machine Intuition
: At '''9th''' level, your technical mastery reaches its peak. Your Advantage Die level for all [[Computer_Use|Computer Use]], [[Disable Device]], and [[Craft]] checks increases by 2 (max Level 20).
: In combat, when attacking a machine target (robot, cyborg, or mechanical structure), your Advantage Die level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier which is higher.
: '''Synergy''': This bonus applies to attacks made by your integrated cybernetic weapons or your MARS companions.


;Greater Vulnerability
;Greater Vulnerability
: At '''10th''' level, the Technosavant has improved their knowledge of robotics to be even more effective at taking them down. They now gain +2d6 whenever attacking a Robotic system and double advantage to grapple checks. And an additional +1 Misc bonus to [[Disable Device]] skill.
: At '''10th''' level, your strikes bypass machine resilience. You ignore the first 1 + (Wis or Int mod, whichever is higher) points of Damage Reduction (DR) on any robot or cyborg. Additionally, you now gain +2d6 whenever attacking a Robotic system and double advantage to grapple checks. If you successfully grapple a robot, you can choose to "Hard-Shutdown" the unit as a '''Simple Action''', disabling it instantly.
 
==== Cybernaut ====
'''WORK IN PROGRESS NOT READY FOR ALPHA TWO'''
 
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 'normal' looking while others fully embrace their ideology and can completely change themselves over time. Becoming more machine than flesh.


:;Cybermancer
==== Cybernaut Path Features ====
:: 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.
:; Level 1: Framework Integration
:: You gain the [[Cyborg Novice]] feat and must pick a flaw as per the [[Cybernetics]] rules. You receive a Tech 2 Framework with default power and slots. You can perform surgery on yourself to install or repair your own implants with a successful Intelligence check (DC 15). This doesn't include the initial installation of the Framework, that still requires someone qualified to perform Surgery on the Technosavant.


:;Super Cybersurgeon
:; Level 3: Cybermancer
:: 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.
:: Your mastery of cybernetic construction allows you to work with extreme efficiency. Build and repair time for cybernetic attachments is halved. You gain +1 Power to your Framework. And choose one implant to take up 1 less Slot (minimum 1)


:;Distill Information
:; Level 5: Bio-Digital Sync
::A Techno Hoarder of 8th level or higher can take a Standard Action once per encounter to let her allies know of the 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.
:: You gain the [[Cyborg Enthusiast]] feat. (Detractors still apply) If already acquired gain the next feat [[Cyborg Competent]]. Cost and Time of Crafting work for Cybernetic is reduced by 25%.


==== Robotic Master ====
:; Level 7: Neuro-Interface
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 definitely worships you. The point is it's best not to think about that too much. A Robotic Master loves making, programming, repairing, and adventuring with robots. Seeing a mechanical and a virtual machine come to life and experience the galaxy, full of unexpected scenarios, is an awesome challenge with equally rewarding benefits.  
:: Your neural pathways are optimized for high-speed combat data. You can use your Intelligence or Wisdom (Player must make a choice at level 7) modifier in place of Dexterity for Armor Class and Dexterity-based saving throws while in combat.


:; Level 9: Bio-Digital Sync Plus
:: You gain the [[Cyborg Competent]] feat. (Detractors still apply) If already acquired gain the next feat [[Cyborg Expert]]. Can now uptech Cybernetic implants (not Framework) by 1 Tech Level (max 4) regardless of requirements.


:;Robotic Friend
:; Level 10: Machine Perfection
:: At level '''1''' 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 a lack of experience and money, the robot is very simplistic and is considered a level 1 MARS. The MARS level is the Robotic Master's level, starting at 1.
:: You have achieved a perfect union of flesh and steel. You no longer suffer the Electrical Weakness common to cyborgs. Once per encounter, you can ignore the penalty of one of your Detractors for a number of rounds equal to 1 + your Intelligence or Wisdom modifier (whichever is higher).


:;Robomancer
==== Robotic Savant Path Features ====
:: At '''3rd''' 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.
:; Level 1: Robotic Friend
:: Gain the Feat [[Companionship]]. However, this feat applies to the Character level and only for other companions. At level 1 Robotic Savant you gain access to a '''Multi-purpose Adventuring Robot System''' or MARS as a companion. This robotic companion advances directly with the level of the Character. Rules for customization are on the [[Hero Companions]] page. A Technosavant can only link with one MARS companion at a time.


:;Field MARS Surgeon
:; Level 3: Robomancer
:: Starting on the '''3rd''' 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 with this particular machine and its configuration. As a Standard Action, she can perform a Craft skill check to repair her robot as if it were a [[Treat_Injury|Treat Injury]] skill with a HP bonus of the Character's Affinity Die + Robotic Master Level.
:: Build and repair time for robots and robotic components is halved. The material costs are reduced by 25%. You can repair your Robot in combat as a Standard Action. Follow the Treat Injury skill check rules for repairing/restoring HP to the robotic companion, but use Craft Mechanics or Craft Electrical skill instead of Treat Injury.


:;Technique Integration
:; Level 5: Technique Integration
:: At '''5th''' 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 '''9th''' level.
:: You can integrate one "Utility" gadget at your current Tech Level or lower into your MARS companion. The MARS can activate this device as a '''Simple Action'''.


:;Advanced MARS Surgeon
:; Level 7: Advanced MARS Surgeon
:: At '''7th''' level the Robotic Master gets bonuses to repairs to her MARS robotic companion. Now the bonuses in the Field MARS Surgeon can apply to other robots. Also, the Robotic Master receives an advantage bonus when dealing with her Robot. The action is now considered a Standard Action if dealing with her Robot.
:: Your specialized knowledge allows you to perform combat repairs on any robot or vehicle with Advantage. Additionally, your MARS gains a +2 AC bonus while within 30ft + 5ft per Int or Wis Mod of you as you remotely optimize its defensive subroutines.


:;Robotic Combo Attack
:; Level 10: Robotic Synergy
:: At '''10th''' 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 Standard 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.
:: You and your MARS work well as a team. Either the Technosavant or the MARS companion can act in a different combat group thus splitting the actions of the two. IE: The MARS companion can act in the Vanguard while the Technosavant acts in the Rearguard.


== Tracer ==
== Tracer ==
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! style="text-algin:left;"|Class Level
! style="text-algin:left;"|Class Level
! Special
! Special
|-
|-
|1st|| Master Tracker, <br />Tracers Mark +1d4
|1st|| Master Tracker, <br />Tracers Mark +1d4
|-
|-
|2nd|| [[Study]] Target
|2nd|| Hunting Style (Choice)
|-  
|-  
|3rd|| Uncanny [[Stealth]]
|3rd|| Study Target, Uncanny Stealth
|-
|-
|4th|| Debilitating Blow, <br />Tracers Mark +2d4
|4th|| Debilitating Blow (Choice), <br />Tracers Mark +2d4
|-
|-
|5th|| Swift Tracking, Bonus Feat
|5th|| Swift Tracking, Bonus Feat
|-
|-
|6th|| Probe for Weakness
|6th|| Probe for Weakness, <br />Professional Reputation (Choice)
|-
|-
|7th|| Homing Tracer Round, <br />Tracers Mark +3d4
|7th|| Advanced Tracking (Choice), <br />Tracers Mark +3d4
|-
|-
|8th|| Distracting Shot
|8th|| Focus on Target <br /> Tactical Maneuver (Choice)
|-
|-
|9th|| Crippling Shot
|9th|| Crippling Strike
|-
|-
|10th|| Finial Shot, <br />Tracers Mark +4d4
|10th|| The Final Catch (Capstone Choice), <br />Tracers Mark +4d4
|}
|}
"The Hunt" is all there is for most Tracers. You could say that they do not work to live but rather live to work. And "The Hunt" 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 than just Bounty Hunters. The universe is a big and dangerous place, and only some are willing to traverse it on a "hunch" or "wild goose chase" 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.
"The Hunt" is all there is for most Tracers. You could say that they do not work to live but rather live to work. And "The Hunt" is the work. Whether it's looking for a missing child or finding a killer on the loose, the Tracer is dedicated to it. Tracers are more than just Bounty Hunters. The universe is a big and dangerous place, and only some are willing to traverse it on a "hunch" or "wild goose chase" as some may call it. Tracers also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revel in the daunting challenge.


Tracers are found using their skills as bounty hunters, parole officer, and sometimes his skill is put to the test tracking packages and missing persons. So dedicated to "The Hunt" a Tracer will never honestly give up on a target until it is found. Or until the Tracer dies trying.
Pick to be the Tracer if you want a character who excels at hunting fugitives, locating missing persons, or uncovering hidden threats across the vastness of space.


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
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.
 
 
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.
 
'''<u>Requirements</u>''': To qualify to become a Tracer, a character must fulfill the following criteria.


'''<u>Requirements</u>''':
# Level: At least Level 2
# Level: At least Level 2
# Path: Path of Wisdom '''OR''' Ability: Wisdom Score 15+ '''OR''' Ability: Intelligence Score 15+ and Wisdom score of 12+
# Path: Path of Wisdom '''OR''' Ability: Wisdom Score 15+ '''OR''' Ability: Intelligence Score 15+ and Wisdom score of 12+
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'''<u>Class Information</u>''':
'''<u>Class Information</u>''':
<u>Ability Affinity</u>: Wisdom and Intelligence  
<u>Ability Affinity</u>: Wisdom and Intelligence  
 
<u>Class Skills</u>: [[Intimidate]] (Cha/Str), [[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).
<u>Class Skills</u>: 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)
 
<u>Feat Bonuses</u>: [[Track]]
<u>Feat Bonuses</u>: [[Track]]


=== Tracer's Class Features ===
=== Tracer's Class Talents ===
----
----
The following class features pertain to the Tracer advanced class.


;Tracers Mark
;Tracers Mark
: Starting on the Tracer '''1st''' level, the Tracer gains the ability to 'mark' a target with a successful Ranged attack using a tracer round. This talent works similarly to the 'Prey' talent from the Space Marine. This provides a +1d4 damage to the total damage done in that area to a 'marked' 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 around not per attack.
: At Tracer '''1st''' level, you can 'mark' a target with a successful Standard Attack Action. This can be done with any ranged weapon you are proficient with, or with a melee touch attack. This mark lasts a number of rounds equal to 1d4 + 1/2 Tracer's Level. This provides a '''+1d4''' damage to the total damage done to a 'marked' target. Once marked, a target stays marked until you attack a new target. Only one target can be marked at any one time. This bonus damage is not affected by criticals but is affected by DR.
 
: The extra damage increases to '''+2d4''' at 4th level, '''+3d4''' at 7th level, and '''+4d4''' at 10th level.
: At '''4th''' level this goes up to +2d4, '''7th''' level it goes to +3d4, and '''10th''' level this reaches +4d4 damage.  
: A Tracer can also choose to use a **Tracking Mark** instead of a damage bonus marker. This is useful for out-of-combat situations. The Marker emits a difficult-to-detect signal that a Tracer can easily follow with a Scanner device they have tuned specifically to their mark. Range is 1km per Tracer level. The tracking lasts for 24 hours + 4 hours per Tracer level.


;Master Tracker
;Master Tracker
: At '''1st''' level the Tracer gets an advantage bonus to [[Knowledge]] Checks, [[Perception]] checks and [[Diplomacy]] checks when used to Gather Information on the whereabouts of a Target.  
: At '''1st''' level, you gain an Advantage on [[Knowledge]] Checks, [[Perception]] checks, [[Diplomacy]] checks, and [[Intimidate]] checks when used to Gather Information on the whereabouts of a target.


: At level '''7th''' level the bonus becomes 2 advantage bonuses stacked.
;Hunting Style (Level 2 Choice)
: At '''2nd''' level, define your approach to the hunt:
:; A) The Manhunter (Enforcer):
:: You specialize in bringing them back alive. Gain Advantage on [[Grapple]] checks and once out-of-combat [[Treat_Injury|Treat Injury]] checks to **Stabilize** characters. You can choose to deal non-lethal damage with any weapon without the usual penalty.
:; B) The Predator (Ghost):
:: You are the unseen hunter. Gain Advantage on [[Stealth]] checks. If you attack while in stealth or against an unaware target, you can choose to have the '''Tracers Mark''' deal half damage in exchange for being a "Subtle Mark." The target must roll an opposing Perception check with Disadvantage; if they fail, they do not realize they have been marked.
:; C) The Bloodhound (Analyst):
:: You hunt through data and deduction. Gain Advantage on [[Computer_Use|Computer Use]] and [[Sense_Motive|Sense Motive]]. You can share the benefits of your '''Study Target''' with one ally within 30ft.


;Study Target
;Study Target
: At '''2nd''' level the Tracer can study an enemy opponent as a Standard Action. The Trace rolls an 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.  
: At '''3rd''' level, you can study an enemy as a '''Standard Action'''. Roll an Intelligence check (DC 15). If successful, gain an Advantage on accuracy checks against that target for a number of rounds equal to your Intelligence Modifier. You can only do this once per target.
: At '''7th''' level, this action becomes a '''Simple Action'''.


;Uncanny Stealth
;Uncanny Stealth
: Tracers learn to move quickly yet quietly. He gains a +1 Misc bonus to [[Stealth]] checks at '''3rd''' level. He also gains the following.
: At '''3rd''' level, you gain a +1 Misc bonus to [[Stealth]] checks. You no longer suffer the penalty on [[Stealth#Moving_While_Stealthed|Stealth]] checks while moving at full speed.
 
: At '''3rd''' level, a Tracer no longer suffers the –5 penalty on [[Stealth]] checks while moving at full speed.
 
: At '''8th''' level, a Tracer suffers only a –10 penalty on [[Stealth]] checks while running or charging (instead of the standard –20 penalties).


;Debilitating Blow
;Debilitating Blow (Level 4 Choice)
: Starting on the '''4th''' 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 '''Debilitating Shot''' 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 simply wounded in a way that makes it extremely painful to move. The Target can roll a Constitution check DC20 + Tracer's Intelligence Mod to ignore the pain and thus the condition. The Condition lasts until the target receives any kind of healing. This requires a Standard Action.  
: At '''4th''' level, your strikes hinder your prey:
:; A) Paralyzing Toxin:
:: (Requires Manhunter) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is [[Conditions#-_Stunned|Stunned]] for 1 round.
:; B) Vitals Strike:
:: (Requires Predator) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is [[Conditions#-_Sickened|Sickened]] for 1d4 rounds.
:; C) Systems Spike:
:: (Requires Bloodhound) Your attack disrupts electronic systems. If the target is a robot, vehicle, or has cybernetics, they must roll a Constitution Save (DC 15 + Int Mod) or be [[Conditions#-_Dazed|Dazed]] for 1d4 rounds. You can use the [[Computer Use]] skill (DC 15 out of combat, DC 20 in combat) to cause system overloads that deal non-lethal electrical damage to a person operating the target electronics.


;Swift Tracking
;Swift Tracking
: At '''5th''' level, the Tracer can move a full speed without penalty when using the [[Survival]] skill to track. He can move at twice his normal speed while tracking as well. The Tracer can now provide the [[Survival]] bonuses to the 'Scan' feature of a Space Ship he is operating if he is either manning the scanners or the Captain.
: At '''5th''' level, gain Advantage on [[Survival]] skill checks to track. You can perform [[Survival]] skill checks even while in combat as a Free Action. You can provide your [[Survival]] bonuses to the 'Scan' feature of a spaceship you operate.


;Bonus Feat
;Bonus Feat
: At '''5th''' level, the Tracer gets a free Bonus Feat from one of the following categories: '''Misc Feats''', '''Ranged Combat''', '''Space Ship Operations'''
: At '''5th''' level, gain a free Bonus Feat from: '''Misc Feats''', '''Ranged Combat''', or '''Space Ship Operations'''.


;Probe for Weakness
;Probe for Weakness
: Starting at the '''6th''' level, the Tracer continues to study the target as he attacks it. If the [[Study]] Target talent is activated, then the Tracer can roll an Intelligence DC25 whenever he performs a Standard Attack Action, which lands a successful hit. If successful, the Tracer gains an additional Xd4 of bonus damage. X is equal to 1 + 1 forever 5 the Tracer beats the DC25 until the end of combat.  
: At '''6th''' level, if `Study Target` is active, you can roll an Intelligence check (DC 25) when landing a successful hit. If successful, gain an additional '''Xd4''' bonus damage (X = 1 + 1 for every 5 you beat the DC) until the end of combat. This can only be done once per combat.


: This ability can only be done once per combat.
;Professional Reputation (Level 6 Choice)
: At '''6th''' level, choose how your fame grows:
:; A) Intimidating Presence:
:: You are known and feared. Gain a +1 Misc bonus to [[Intimidate]] and +1 Rank to the [[Profession]] skill.
:; B) Technical Savant:
:: You are known for your gear. Gain a +1 Misc bonus to [[Computer_Use|Computer Use]] and [[Disable Device]]. Earn a Skill point that must be spent on a '''Craft''' skill.


;Intimidating Profession
;Advanced Tracking (Level 7 Choice)
: At '''6th''' level, the Tracer's has started to make a name for himself. The Tracer can use the name of his profession and his accomplishments to seem 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 Character's new Credit Rating Budget is. For these rules, visit the [[Wealth_and_Money|Wealth and Money]] page.
: At '''7th''' level, your marking becomes more advanced:
:; A) Homing Mark:
:: Your `Tracers Mark` now provides an Advantage to all allies within 30ft + 5ft per Wisdom/Intelligence mod (whichever is higher) on accuracy checks against the target.
:; B) Persistent Mark:
:: You can maintain two `Tracers Marks` simultaneously. Marks now last twice as long in or out of combat.
:; C) Distracting Mark:
:: The mark emits a high-frequency pulse or visual interference that disrupts the target's focus. The target takes a Disadvantage on all accuracy checks and saving throws while the mark is active.


;Homing Tracer Round
;Focus on Target
: On the '''7th''' level, the Tracer gains the ability to shoot an individual Homing Tracer round that can be easily used by those who are generally not trained to use Tracers. As a Standard Action, the Tracer can fire a single round that includes the Homing Tracer Round. This does normal single-attack damage. However, this also provides an advantage to the Tracers' allies for 1d6 rounds.  
: At '''8th''' level, the Tracer gains a Bonus Attack Action against the target of the '''Study Target''' ability and/or the '''Tracer's Mark''' regardless of the Standard Action taken, as long as the Action doesn't specify it doesn't allow Bonus Actions or Simple actions.


;Distracting Shot
;Tactical Maneuver (Level 8 Choice)
: Starting at '''8th''' 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 affects the target.
: At '''8th''' level, you can fire specialized ammunition designed to be distracting. The damage of the weapon is reduced by one die level. You must craft the ammo beforehand with a Craft (Chemical, Electronic, or Structural) skill check; the crafting succeeds automatically, but the material cost increases by 50%. This can only be used once per target:
:; Focus on me:
:; A) Distracting Strike:  
:: This ammo makes the target roll Wisdom save DC15 + Tracer's Dex Mod. If they fail, they shift their attention to the Tracer for at least 1 round.
:: Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or shift their attention to you for 1 round.
:; Look away:
:; B) Look Away:  
:: This ammo makes the target roll a Wisdom Save DC15 + Tracer's Dex Mod. If they fail, they turn their heads, and until the beginning of their next turn, they are considered Flat-footed/unaware.
:: Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or be considered [[Conditions#Flat Footed|Flat-Footed]] until their next turn.
:; Crippling Pain:
:; C) Pressure Point:  
:: This causes massive, crippling pain as a special toxin courses through their 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's Int Mod. If they fail, they become [[Conditions#Shaken|Shaken]] for 1d4 rounds. If they are already Shaken, 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.
:: (Melee only) Target must roll a Constitution Save (DC 15 + Int Mod + Ammo Masterwork level) or become [[Conditions#-_Paralyzed|Paralyzed]] for 1 round.


; Crippling Shot
;Crippling Strike
: At '''9th''' level, if a Tracer is 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.
: At '''9th''' level, your critical hits (once per target, the Tracer can choose to ignore) automatically '''Trips''' the target and cause a bleed effect for '''1d4 + Wis/Int (whichever is higher) Mod''' damage (ignoring DR) for 1d6 turns.


;Final Shot
;The Final Catch (Level 10 Choice)
: At '''10th''' level, the Tracer can utilize their Intelligence and knowledge of the enemy to attempt to deliver massive damage to either kill or knock out a target. The Tracer has to perform a Standard Action with no Simple Actions that round and rolls an 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 'Dead Aim' 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 pierceingly control the damage if they choose so that if the damage would have killed the Target, the Tracer can merely choose to bring them down to 1 HP or 0 or outright kill them. If the target is still alive after the attack, they roll a Constitution save DC20 + Tracer's Intelligence Mod. If the save fails, they become [[Conditions#-_Stunned|Stunned]] for 1 round.
: At '''10th''' level, choose between one of these 3 powerful options.
:; A) No Escape (Manhunter):
:: Your base movement speed is increased by 10ft. You gain the ability to perform the [[Techniques#Advanced_Combat_Techniques|Advanced Combat Technique: Tackle]], and gain Advantage on Tackle attempts and an additional Advantage in all Grapples. You can perform Charge and Tackle techniques even in rough terrain or when the enemy has moved around a corner, provided they were in line-of-sight within the last round. When performing a Tackle or Grapple, you gain a Bonus Action to knock the target unconscious. If the target is below 50% health, you can roll a Strength check against an opposing Constitution saving throw; if the target fails by more than 7, they lose consciousness for 1d4 rounds (or until they take damage).
:; B) The Final Shot (Predator):
:: Once a '''Study Target''' is in effect, once per day you can declare a "Final Shot." This consumes both a Simple and Standard Action. It grants an additional Advantage Die (max 3); if the attack surpasses the AC threshold by 5 or more, it is an automatic critical success. The critical damage multiplier is increased by 1 (max x5). You can choose to have this damage bring the target to 1 HP and [[Conditions#Helpless/Incapacitated/Unconscious|Unconscious]] instead of killing them. If the target remains alive and conscious, they must roll a Constitution Save (DC 20 + Int Mod) or be [[Conditions#-_Stunned|Stunned]] for 1 round.
:; C) Total Surveillance (Bloodhound):
:: As a '''Standard Action''', you reveal the location and current [[Conditions]] of all enemies within 250ft + 25ft per Wis/Int (higher) mod. Stealthy enemies must beat a DC (15 + your highest mental mod) to remain hidden. For the rest of the encounter, all allies gain an Advantage on accuracy and damage against any enemy revealed this way. (Advantage on damage means an Advantage Die is rolled and added to the damage total).


== Xenophile ==
== Xenophile ==
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|+ Table: The Xenophile
|+ Table: The Xenophile
! rowspan="2"|Class<br />Level  
! Class Level !! Core Features !! Path Feature (Xenologist or Xeno-Philotherian)
! Xeno-Master
! '''-'''
! Xeno Philotherian
|-
! Special
! '''-'''
! Special
|-
|-
| 1st || Xenolore || Path Choice, Initial Path Feature
|-
|-
|1st || Xenolore, Xeno Resistance || '''-''' || Xenolore, Xeno Imprinting, Handle Animal
| 2nd || Quick Chemistry || Path Feature (Xeno Hunter / Treat Animal)
|-
|-
|2nd|| Quick Chemistry, Xeno Hunter || '''-''' || Quick Chemistry, Treat Animal
| 3rd || Xeno Biology || -
|-
|-
|3rd|| Xeno Biology || '''-''' || Xeno Biology
| 4th || - || Path Feature (Slicer / Xeno Training)
|-
|-
|4th|| Xeno [[Study]] || '''-''' || Xeno Training
| 5th || Bonus Feat || Path Feature (Xeno Resistance+)
|-
|-
|5th|| Bonus Feat, Xeno Resistance +2 || '''-''' || Bonus Feat
| 6th || Quick Chemistry+ || Path Feature (Xeno Hunter+)
|-
|-
|6th|| Quick Chemistry+, Xeno Hunter+ || '''-''' || Quick Chemistry+, Treat Animal+
| 7th || - || Path Feature (Xeno Defender / Bestial Synergy)
|-
|-
|7th|| Xeno Defender, Advanced Alien Biology || '''-''' || Xeno Training+
| 8th || Renowned || Path Feature (Philotherian: Xeno Training+)
|-
|-
|8th|| Renowned || '''-''' || Renowned
| 9th || Biological Intuition || Path Feature (Anatomy Expert / Telepathic Bond)
|-
|-
|9th|| Alien Insights || '''-''' || Treat Animal+
| 10th || - || Path Feature (Alien Insights / Two of a Kind)
|-
|10th|| Xeno Defender+, Xeno Resistance +3 || '''-''' || Xeno Training+
|}
|}
It can be hard learning a new culture. Even harder if it's 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 choices for them. To them, there is no greater joy then furthering science by the discovery of new alien species.


Usually, this interest and even sometimes love for other species doesn'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.
It can be hard learning a new culture. Even harder if it's 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 most Xenophiles, it's a life choice. To them, there is no greater joy than furthering science by the discovery of new alien species.


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.
Usually, this interest, and even love, for other species doesn't bestow any special kinship with them. However, in rare cases, it can. Some alien 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.


Either case Xenophile's are usually located 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 "monsters."
On the other end of the spectrum, some Xenophiles attempt to be more detached from their subjects to remain as objective and scientific as possible.


Choose the Xenophile class if you want a Character to know the abilities, strengths, and weakness of various xenomorphs and even have a pet alien!
In either case, Xenophiles are usually found on newly discovered planets that harbor life. If not, they are in civilization showcasing their 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 "monsters."


Choose the Xenophile class if you want a Character to know the abilities, strengths, and weaknesses of various xenomorphs and even have a pet alien!


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.
The fastest path into this advanced class is through the [[Future_Hero_Base_Class#Path_of_Wisdom_.28Dedicated_Hero.29|Path of Wisdom (Wise Hero)]], though other paths are possible.


'''<u>Requirements</u>''': To qualify to become a Xenophile, a character must fulfill the following criteria.
'''<u>Requirements</u>''': To qualify to become a Xenophile, a character must fulfill the following criteria.
Line 1,811: Line 2,031:
<u>Ability Affinity</u>: Wisdom and Charisma
<u>Ability Affinity</u>: Wisdom and Charisma


<u>Class Skills</u>: 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)
<u>Class Skills</u>: The Xenophile’s class skills are as follows: Craft [ [[-_Chemical|Chemical]], [[-_Pharmaceutical|Pharmaceutical]] ] (Int), [[Diplomacy]] (Cha/Wis), Choose Any Two [[Knowledge]] (Int), [[Study]] (Int), [[Survival]] (Wis), [[Treat_Injury|Treat Injury]] (Wis).


<u>Feat Bonuses</u>: [[Xenomedic]]
<u>Feat Bonuses</u>: [[Xenomedic]]


=== Xenophile's Class Features ===
=== Xenophile's Class Talents ===
----
----
The following class features pertain to the Xenophile advanced class.


;Xeno-Master or Xeno Philotherian
;Xenologist or Xeno-Philotherian
: At Xenophile first level, the Xenophile must choose between the Xeno-Master path or Xeno Philotherian path. Both have shared features.
: At Xenophile first level, the Xenophile must choose between the Xenologist path or the Xeno-Philotherian path.
 
:* '''Xenologist''': You choose to be more detached from your studies. You learn from observing alien creatures in their natural habitats and studying their biology to hunt them or defend against them.
:* 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 studies the creatures both in nature and under a microscope.  
:* '''Xeno-Philotherian''': You form a special bond with an alien creature, training and studying it to learn more about its species through a deep, personal connection.
:* Xeno Philotherian: You can choose a baby alien creature to be imprinted at there birth or shortly thereafter. This causes a special bond that will allow the Xeno Philotherian to study and learn more about a specific creature then studying it usually. This shows a particular dedication toward learning about one specific alien species.


;Xenolore
;Xenolore
: At Xenophile 1st level, a Xenophile can make an Intelligence check to identify specific 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.
: At Xenophile '''1st''' level, identifying the characteristics, special attacks, or vulnerabilities of a xenomorph is a '''Simple Action'''. Roll a Knowledge or Study check (DC 8 + xenomorph’s Hit Dice). Success allows you to unlock a fact. For every 4 points you exceed the DC, you learn another piece of information. Successfully identifying a creature's weakness grants you an Advantage Die on accuracy checks or saving throws against the target for a number of rounds equal to 1 + your Wisdom or Charisma modifier (whichever is higher).
 
;Quick Chemistry
: At 2nd level, the Xenophile can craft general chemical and pharmaceuticals such as acids, poisons, health concoctions, etc more quickly than usual. 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.  


: At 6th level, the Xenophile reduces the cook/brewing time of chemical masterworked concoctions objects by half.
;Quick Chemistry
: At '''2nd''' level, you reduce the brewing time of general chemicals and pharmaceuticals by half and the cost of materials by 25%.
: At '''6th''' level, you reduce the brewing time of masterworked chemical concoctions by half and gain a reduction for the DC check equal to your Wisdom or Charisma Modifier.


;Xeno Biology
;Xeno Biology
: 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 their 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 standard 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.
: At '''3rd''' level, you can craft experimental, unstable concoctions using local materials (DC 12 Survival check to gather supplies in the wild; this takes 20 min). These concoctions last for 24 hours. You can prepare 1 + 1/2 Xenophile level (round up) per day. Administering a concoction to yourself is a '''Simple Action'''; administering to an ally or animal is a '''Standard Action'''.
 
: 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. Some different and total concoctions prepared per day is 2 + 1/2 Xenophile's level roundup. (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's Wisdom Mod turns.
 
{| class="wikitable"
{| class="wikitable"
|+Table: Xeno Biology Boosters
|+Table: Xeno Biology Boosters
Line 1,877: Line 2,091:


;Bonus Feat
;Bonus Feat
: 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.  
: At '''5th''' level, the Xenophile gets a free Bonus Feat from: '''Utility Feats''' or '''Leadership & Companions'''.


;Renowned
;Renowned
: At 8th level, the Xenophile'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 an advantage when doing [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when talking to a fellow Scientist or Alien hobbyist.
: At '''8th''' level, your published work on alien species garners attention from Xeno Biologists around the galaxy. You gain +2 to your [[Profession]] rank. You gain an Advantage on [[Diplomacy]], [[Bluff]], or [[Intimidate]] checks when interacting with fellow Scientists or Xeno-hobbyists. You can also procure "Live Samples" or rare biochemicals at -1 Procure Difficulty.
 
==== Xeno-Master ====
:;Xeno Resistance
:: At 1st 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.
 
:: This bonus increases to +2 at 5th level and +3 at 10th level.
 
:;Xeno Hunter
:: 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.  


:: At 6th level, this turns to +2 Misc bonus to [[Survival]] skill and +3 damage to any alien monster or non-sentient alien creature.
;Biological Intuition
: At '''9th''' level, your understanding of organic life is unparalleled. Your Advantage Die level for all [[Treat_Injury|Treat Injury]], [[Survival]], and [[Knowledge]] checks increases by 2 (max Level 20).
: In combat, when attacking an organic target, your Advantage Die Level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier (whichever is higher).


:;Xeno [[Study]]
=== Xenologist Path Features ===
:: At 4th level, with a Standard 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 the Accuracy check and damage. The effect lasts the Xeno-Master's Wisdom modifier number of rounds.


:;Advanced Alien Biology
:; Level 1: Xeno Resistance
:: At 7th level, the Xeno-Master is able to craft concoctions from the Xeno Biology talent for -5 DC and can craft +2 more a day.
:: You gain a +1 bonus on saving throws to resist the Techniques, Talents, or special attacks from alien monsters. This increases to +2 at 5th level and +3 at 10th level.


:; Xeno Defender
:; Level 2: Xeno Hunter
:: At 7th level, the Xeno-Master can share her insights with her teammates to provide them with a temporary +2 AC / +1 DR to attacks from a particular alien target. However, the Xeno-Master must convey their knowledge quickly and efficiently 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 affected (you can choose). The Xeno-Master can only do this so many times per day, equal to their Charisma Mod.
:: You gain a +1 Misc bonus to [[Survival]]. You also deal +1 damage per attack to any alien monster or non-sentient alien creature. This increases to +2 Misc / +3 damage at 6th level.


:; Alien Insights
:; Level 4: Xeno Biology Study
:: At 9th level, the Xeno-Master can once per combat use their skills and insights into alien combat to confuse a target. It requires a Standard 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 roundup.
:: Gain the [[Slicer]] Feat regardless of requirements. Gain Advantage on [[Study]] checks when learning to craft a Gen Slicing concoction. (If Character already has [[Slicer]], earn a Rank in either Craft Pharmaceuticals or Craft Chemicals, Player choice).


:: At Character 18th character level, this can be done once per target.
:; Level 7: Xeno Defender
:: As a '''Standard Action''', you share tactical insights with your team. Allies within 30ft + 5ft per Wis or Cha Modifier of you who can hear you gain +2 AC / +1 DR against attacks from an alien target the Xenophile has studied with the '''Xenolore''' feature. You can do this a number of times per day equal to your Charisma Mod.


:: At 10th level, this becomes +3 AC / +2 DR.
:; Level 9: Alien Anatomy Expert
:: You deal +1 + Wis/Cha Modifier additional damage on every successful hit against organic creatures you have studied with '''Xenolore'''. Furthermore, your critical hits against them apply the Bleeding condition (1d6 damage for 3 rounds).


==== Xeno Philotherian ====
:; Level 10: Alien Insights
:; Xeno Imprinting
:: Once per combat, you can confuse a target as a '''Standard Action'''. The target takes Disadvantage on all attacks and saving throws for 1d6 turns (Wis save DC 15 + 1/2 Xenophile level negates). At level 10, your Xeno Defender bonus also increases to +3 AC / +2 DR.
:: At Level 1 the Xeno Philotherian can imprint herself onto a newborn Xenophile creature. Any Xenophiles perform this action to attempt to domesticate and train an alien creature to further study them. Although sometimes the bond between animal and person becomes more then what's necessary for scientific study. The Xeno Philotherian needs to spend at least 7 days with the animal in question and perform a Handle Animal check per day with a DC of 10 + HD of the creature. However, at level one the Player doesn't need to roll this. It's 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.  


:: The Xeno creature rules are located on the [[Hero_Companions|Hero Companion]] page.
=== Xeno-Philotherian Path Features ===


:; Handle Animal
:; Level 1: Xeno Imprinting & Handle Animal
:: 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.
:: You gain both the [[Companionship]] and [[Improved Companionship]] feat and your first level 1 alien companion. This alien animal companion can level up with the Xenophile instead of 1/2 Character level. However, the Xenophile does this by imprinting themselves with their new youngling animal. This can only be done with one companion at a time. You gain the [[Handle Animal]] Feat/Skill. You can domesticate an animal or teach tricks (DC 10 + CR + size mod).


:; Treat Animal
:; Level 2: Treat Animal
:: At 2nd level, the Philotherian shows her training and close care of animals with the ability to perform [[Treat_Injury|Treat Injury]] on her nearly imprinted creature with advantage even when in combat.
:: You can perform [[Treat_Injury|Treat Injury]] on your imprinted creature with Advantage. At '''level 6''', this becomes a '''Simple Action'''.


:: 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 an advantage.
:; Level 4: Xeno Training
:: You can teach your animal a new Trick or Animal Feat (Player choice). This can be done again at **level 8**.


:: 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 an advantage.
:; Level 7: Bestial Synergy
:: You and your companion work in perfect harmony. Either you or your companion can choose to act in the Vanguard while the other acts in the Rearguard, splitting your actions across the turn groups.


:; Xeno Training
:; Level 9: Telepathic Bond
:: 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 their 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 perform one more Technique of an available level.
:: You can perceive through your companion's senses as a '''Simple Action'''. Your bond is so deep that your '''Treat Animal''' feature now allows you to heal your companion as a '''Free Action''' once per combat. You also gain an Advantage Die on accuracy checks against targets your companion is currently adjacent to.


:: At the 7th and 10th level the Xeno Philotherian and train one more Technique or do the trade-off of having the creature be able to use 1 more technique.
:; Level 10: Two of a Kind
:: The Animal companion now benefits from the effects of the Xenolore class ability. Also, any concoctions made with Xeno Biology can be specially crafted for just your animal companion. If so, reduce the DC by 5 and the cost by 50%. Your Animal Companion can always know how to find you and can track you down with a DC5 check and vice-versa.


== Prestige Classes ==
== Prestige Classes ==

Latest revision as of 03:15, 29 May 2026

Below is a list of Character Classes that provide more specific features to a Character. They can also help focus a Character's role in both combat and roleplay. Think of it as answering the questions "What do I do?" or "What am I capable of?"

Each class starts with a description of the Class that may have some 'flavor text'. Then there are Requirements, Restrictions, Class Information (which includes a table), and lastly Class Talents. All Character Classes require your character to be at least level 2. Requirements are centered around the Path picked or Ability scores. Restrictions can stop a player from taking the class or risk the punishment of no longer having that feature.

Near the top right of the Character sheet are a couple of different sections for writing down things such as Character and Player Name. There is also a section titled: "Character Classes and Levels". This is the same place you put your Path. You can also specify what Character Class you are and what level you have in it.
NOTE
All the mentions of levels noted in the sections below refer to the specific Class of that section unless specified otherwise. IE: If in Combat Medic it says "At level 2" that means when the Character reaches Level 2 Combat Medic regardless of actual Character level.

Combat Medic

Table: Combat Medic
Class
Level
Special
1st Medic!, Quick Chemistry
2nd Extra Curricular Brewing,
Medical Specialty (Choice)
3rd Advanced Pharmaceuticals
4th Field Procedure (Choice)
5th Bonus Feat
6th Advanced Mobility (Choice)
7th I'm there for you!
In-Field Chemistry
8th Resolve
9th Never gonna let you go
10th Medical Capstone (Choice)

"No one gets left behind." That is the motto of a Combat Medic. To fight death is to fight the true enemy of war. Combat Medics rush out to danger zones and attempt to heal or transport the wounded into safe zones. After many years of service, they take their skill to the frontiers of space where the services of a Combat Medic are never refused.

Choose the Combat Medic if you want to be a versatile support specialist who can heal, buff allies, or even use chemistry as an offensive weapon.

The fastest path to the Combat Medic is through the Path of Wisdom (Dedicated Hero), though other paths are possible.

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Wisdom OR Ability: Wisdom Score 15+ OR Ability: Dexterity Score 15+ and Wisdom score of 12+

Class Information:

Ability Affinity: Wisdom and Dexterity

Class Skills: Acrobatics (Dex), Craft [ Chemical, Pharmaceutical ], Pick Any One Knowledge(Int), Profession (Wis), Survival (Wis), Treat Injury (Wis)

Combat Medic's Class Talents


Medic!
At Combat Medic 1st level, the Combat Medic can more quickly help people in need of aid. Treat Injury skill checks can now be done as a Bonus Action that is granted after performing a Standard Action (Move). The Medic does not need to move any distance to gain this Bonus Action (e.g., preparing tools while standing next to an ally). This only counts for restoring HP, not for stabilizing a dying character.
Note: While using skills or items in combat normally requires a Standard Action, this feature allows the Treat Injury skill to be performed specifically as a Bonus Action following a move.
When a natural 20 is rolled for a Treat Injury skill check, an Inertia point is earned, and the Health restored is the maximum possible.
Quick Chemistry
At 1st level, the Combat Medic can craft general chemicals and pharmaceuticals more quickly. When using the Craft (Chemical) or Craft (Pharmaceutical) skill to cook General Equipment items, the Combat Medic reduces the cooking/brewing time by 1/2.
At 5th level, the Combat Medic reduces the cooking/brewing time of masterworked chemical concoctions by half.
Extra Curricular Brewing
You were 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 biochemistry. In other words, you made drugs that could get you high or beer that could get you drunk. People were unsure whether your motivation was rebellion or simply an effort to expand your knowledge beyond the textbook. Regardless of the reasons, you learned the best way to make all sorts of chemicals that can 'enhance' your experience. However, nowadays, you take your extracurricular activities into the real world and use them to help enhance yourself and your allies in the heat of battle.
Starting at 2nd level, the Combat Medic can craft Resistance Concoction and Boosters from the Medical Items list in combat as a Standard Action with a DC15 for non-Masterworked. +3 to DC for each Tech Level above their own or Masterworked level added. The Combat Medic will need a Chemistry or Pharmaceutical kit and a 'delivery method' such as a syringe to attempt the check. If successful, they will have a one-use-only drug. If the check fails, the 'delivery method' device is not used up, but the Chemistry or Pharmaceutical kit is still consumed.
Because it was made in a fast, dirty way, it quickly becomes useless within 4 hours. Resistance Concoctions only last 1d3 rounds. Boosters only last 12 seconds or 4 rounds.
The Drug will be located in there off-handd. They can administer the concoction to themselves as a Simple action.
At 6th level, this Craft Standard Action grants a Bonus Action that allows the Character to administer the concoction to others in range.
At the 10th level, the negative side effects of the Booster crafted this way are removed when administering it to oneself or to an ally they are familiar with. The term Familiar implies the Combat Medic has had time to study them to learn about their physiology.
Medical Specialty (Level 2 Choice)
At 2nd level, the Combat Medic chooses a specialty that defines their role in the squad.
A) Trauma Surgeon
Your focus is pure healing. When using the Treat Injury skill, you heal an additional +X HP per die rolled. X = 1/2 Combat Medic level, rounded down. You gain an Advantage on saving throws to resist being Dazed or Stunned if you have healed an ally in your last turn.
B) Toxicologist
You use your knowledge to hinder enemies. As a standard action, you can craft harmful "Injections". You need a Syringe and a Chemical or Pharmaceutical kit to attempt to craft the item. These deal Xd6 poison damage and apply the Shaken condition for 1d4 rounds on a successful melee touch attack. The Craft DC is 12, it is considered an opposing Constitution check to see if the Shaken condition is applied. X = per 2 Combat Medic levels, the Craft DC is beaten.
C) Pharmacist
You excel at supporting your teammates. Your crafted concoctions from Extra Curricular Brewing last 8 hours instead of 4. And Resistance Concoction and Boosters effects last the normal length of time in combat. Extra Curricular Brewing improvements come at levels 5 and 8 instead of 6 and 10. Allies using your drugs gain a +1 bonus to Advantage Dice that are rolled while the drug is affecting them.
Advanced Pharmaceuticals
At 3rd level, the Combat Medic gets better at applying their training. The limits for max skill ranks for Craft Pharmaceutical can be ignored, and you automatically gain 1 additional Rank in Pharmaceutical. Also, gains an Advantage when attempting to craft Pharmaceutical items outside of combat.
Field Procedure (Level 4 Choice)
At 4th level, the Combat Medic refines their battlefield techniques.
A) Helpful Hand
You gain another Advantage (max number of advantage die for any action is always 3) on Treat Injury checks both in and out of combat. Add your Advantage Die roll to the HP restored. You can never critically fail a Treat Injury check. At 7th level, a failure still restores +1HP per number of Dice that would have been rolled; at 10th level, it is +2HP.
B) Combat Cauterization
You can spend your Standard Action to instantly stabilize a dying ally within 5ft without having to roll for it. This action takes up the whole round and blocks any Simple or Bonus actions. If you perform any healing, including stabilizing, you gain a +1 AC bonus until your next turn as you focus on your defense. At 10th level, this becomes +2 AC.
C) Field Synthesis
You can now "Up-Tech" any Chemical or Pharmaceutical item to your current Tech Level in the field without a professional lab, provided you have the correct Professional Kit. Additionally, when you craft these items, you use 25% fewer materials and for 1/2 the time, demonstrating your ability to minimize waste. The barrier to crafting masterwork Chemical or Pharmaceutical items is reduced by 1.
Bonus Feat
At 5th level, the Combat Medic gains a Bonus Feat from: Leadership & Companions, Space Ship Operations, or Misc Feats.
Advanced Mobility (Level 6 Choice)
At 6th level, the Combat Medic improves their ability to navigate and overall mobility.
A) Rapid Intervention
You gain +10ft movement of base speed while in combat. If moving to perform a Medic! ability, you are no longer affected by rough terrain or zero-gravity environments.
B) Evasive Triage
When moving toward an ally with less than 50% HP, you do not trigger Tactical Opportunities from enemies, and any enemy attempting to hit you with a Ranged weapon takes disadvantage until your next turn.
C) Covering Fire Medic
While holding a one-handed ranged weapon, and moving toward a wounded ally, gain a Bonus Action of Suppressing Fire. Do not gain any disadvantages for attacking using a Bonus Action, treat this attack as if it were a Standard Attack Action using Suppression Fire.
I'm there for you!
At 7th level, if not already Exhausted, the Combat Medic can choose to act in both groups. If they are in the Vanguard, then they may act in the Rearguard's phase as well. The extra action must be an attempt to heal, restore, or stabilize a fallen ally, and they cannot, in this extra action, do anything that would directly bring harm to an ally or enemy. The same goes for if they are already in the Rearguard: they may act in the next rounds of Vanguard before their normal turn in the Rearguard. Doing this gives the Character Fatigued condition; if already Fatigued, then they become Exhausted. A Combat Medic cannot do this twice in a row.
In-Field Chemistry
At 7th level, the Combat Medic gains an Advantage when attempting to Identify, Study, or Craft an antidote for poisons, acids, or diseases. This advantage stacks with others. A Combat Medic doesn't need Knowledge (Science) to perform Identify; they can use Study or Craft (Pharmaceuticals), whichever of the three skills is highest. The Combat Medic cannot critically fail crafting an antidote.
Resolve
At 8th level, a Combat Medic gains a morale bonus equal to 1/2 their class level (round down) on saving throws to resist fear effects and Intimidate checks, or any Wisdom saving throw against Techniques.
Never gonna let you go
At 9th level, a Combat Medic can stabilize a character as a Simple Action even while in combat. No roll is needed if using a Medical Kit. If the Combat Medic has picked Combat Cauterization then this becomes a Free Action.
Medical Capstone (Level 10 Choice)
At 10th level, the Combat Medic reaches the peak of their profession.
A) Biological Weakness
As a Simple Action, make a Knowledge (Science) check (DC 15) to identify a target's weakness. If successful, gain an additional Advantage on attacks against that target for the rest of the combat. This can only be attempted once per target.
B) Miracle Resuscitation
Once per day, as a Standard Action, you can bring a character who died within the last 9 seconds or 3 rounds back to 1 HP. They are Unconscious for 1d4 rounds and upon waking up, they are Exhausted, but alive.
C) Stimulant Overdrive
You can inject an ally (or yourself) with a volatile stimulant. For 1d4 rounds, the target gains an Extra Damage stat, and the threshold for all Extra Damage is shifted down by 1 die. Their base movement is increased by +10ft. The target becomes Fatigued immediately after the effect ends.

Dimension Knight

Table: The Dimension Knight
Class Level Standard Features Dimensional Tricks
1st Detect Rift, Order Choice & Talent -
2nd - 1 Trick
3rd Weapon Training 1 Trick
4th - 1 Trick
5th Gate Traveler (Utility), Order Talent -
6th Combat Gate 1 Trick
7th No Place Like Home 1 Trick
8th Expert Weapon Training 1 Trick
9th Always Suited 1 Trick
10th Mirror Universe, Order Talent 1 Trick

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 than the Universe itself. She had fought weird monsters and traveled to a new dimension and now looked tried from her experiences. She laded down in an alien field staring up at unknown stars. The galaxy this planet was in wasn't shaped like the Milky Way. In the Milky Way the 'Ring of Life' is visible on all worlds. Instead, this galaxy was a blob of stars only mostly round in shape. Notable by the brighter brownish hue that dominated the southern hemisphere.

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 'awoken' her powers and that it sent some 'ripple' 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 get food a while ago. Leaving her alone with her thoughts and more questions than answers and, the sudden realization that her life will never be the same.

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?

It wasn'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 possess such powers from generating them.

Player's pick Dimensional Knight if they want Character's that travel far and wide under the clock of a secret Order which has its goals rooted within the fabric of the cosmos itself.


The fastest path into this advanced class is through the Path of Strength (Strong Hero).

Requirements: To qualify to become a Dimension Knight, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Strength OR Ability: Strength Score 15+ OR Ability: Wisdom Score 15+ and Strength score of 12+
  3. Order: At level 1, the character must pick an Order to follow (Unity, Divergent, or Nature).

Restrictions:

  1. 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.

Class Information:

Ability Affinity: Strength and Wisdom

Class Skills: Athletics (Str), Intimidate (Cha/Str), Choose Any One Knowledge (Int), Study (Int), Sense Motive (Wis), and Survival (Wis).

Dimension Knight's Core Class Talents


Order Choice
At Dimension Knight 1st level, the character must pledge themselves to an Order. This choice determines your specialized Order Talents at levels 1, 5, and 10.
  • Order of Unity: Dedicated to protecting the multiverse from collision and chaos. Focuses on stabilization and defense.
  • Order of the Divergent: Believes in using dimensional power to reshape reality. Focuses on offensive rifts and gravity manipulation.
  • Order of Nature: Views rifts as natural phenomena that should run their course. Focuses on chaotic probability and temporal shifts.
Detect Rift
Starting at 1st level, you are sensitive to the fabric of reality. You gain a +5 bonus to your Passive Perception for noticing spacetime anomalies (rifts, active FTL drives, or phased objects) within 100ft + 10ft per (STR Mod + WIS Mod). In Space this extends to 1000km + 100km per (STR Mod + WIS Mod).
Active Use: As a Simple Action (Utility), you can perform a Perception check to pinpoint the exact origin or destination of a disturbance. This provides no combat bonuses.
Weapon Training (Spatial Call)
At 3rd level, you gain the Melee Weapon Focus feat. You also form a spatial bond with a single melee weapon you are proficient with. As a Simple Action, you can open a micro-rift to "call" this weapon to your hand from anywhere within 100ft, provided it is not secured in a way that prevents its movement. If the weapon is being held by another, it requires an opposing Strength check to retrieve it.
Gate Traveler (Utility)
At 5th level, you can manipulate travel gates. As a Standard Action (out of combat), you can attempt to Open, Close, or Stabilize an existing rift using a Survival check (DC 15-40). Two-way gates are more difficult (+5 DC). You can assist allies through a gate to prevent side effects like the Nauseated condition.
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 Knight cannot create new gates at this level.
Combat Gate
At 6th level, you can fold space in the heat of battle. As a Standard Action, you can teleport to an empty square adjacent to a friendly ally within Line of Sight, or teleport back to the exact square you occupied at the start of your previous turn. This movement is instantaneous and does not trigger Tactical Opportunities. This Standard Action provides the option between a Bonus Attack Action or a Bonus Move Action (the movement base speed is considered the Character's walk speed in this case).
At 10th level, this can be done once per encounter as a Simple Action instead of a Standard Action. In this case a Bonus Action is not earned when using Combat Gate as a Simple Action.
No Place Like Home
At 7th level, you can mark a location in Spacetime by meditating there for 24 hours (Study DC 20). You can maintain a number of marked locations equal to your Wisdom Modifier. Once per day, (out of combat), you can open a stable two-way gate to a marked location that stays open for 1 minute. The Dimension Knight doesn't need to make Survival checks to transverse this gate. Any friendly can do so with a DC8 while any unknown or unwanted person's DC is 20.
This can only be done once per day until level 10 when a Dimension Knight can do this twice per day. Also, one location can be chosen as the Knight's Favored location and can make a 1 way gate using this process as many times as they want.
Once the gate is closed it will leave a 'mark' that is detectable with a Perception check or passively. The DC is 5 + 1 per hour after the gate was closed. Once the DC reaches 45 it is no longer considered detectable. Another Knight can use their Gate Traveler abilities on it to re-open the gate.
Expert Weapon Training (Spatial Edge)
At 8th level, you gain a bonus feat from the Melee Weapon Combat category. Additionally, your strikes bypass standard material density; your melee attacks ignore an amount of Damage Reduction (DR) equal to your Wisdom Modifier.
Always Suited (Dimensional Armory)
At 9th level, you gain a +1 bonus to your Armor Proficiency tree. You can also store your favored armor and weapons in a personal sub-dimension. You can summon your gear to appear instantly equipped on your body, or dismiss it back to the rift. Out of combat this takes ~2 seconds. In combat it is a Standard Action that grants a Bonus Move Action.
Mirror Universe
At 10th level, once per encounter as a Free Action, the Dimension Knight can pull a mirror copy of themselves to act in combat in the other team group (Vanguard/Rearguard). The Mirror copy must act differently (i.e., attack a different target, or use a different action).
Whatever the mirror Knight has the same limits and conditions you have. The same stats, hp, damage, number of techniques used etc... If they choose to preform a Dimension Trick/Technique then that Technique is also considered used by you. Any damage taken is also taken by you and vice-versa. This mirror universe version disappears at the end of the turn.

The Orders of Dimension Knights

Since the dawn of sentience, Dimension Knights have wandered the fabric of time. The source of their power remains a mystery, but as these lone heroes eventually coalesced, they formed the Order of Unity—an organization dedicated to preventing a catastrophic collision of the multiverse.

Internal doubt eventually fractured the Order, giving rise to The Divergent. Citing ancient texts from the first dimensional heroes, this breakaway faction claimed a deeper understanding of their powers that fundamentally contradicted Unity’s mission. The resulting schism sparked the Dimensional War, a secret conflict that bent the very fabric of spacetime and nearly rendered both orders extinct.

For millions of years, the survivors remained in shadow. As the cosmos healed, a new generation of knights emerged, rekindling old grudges. Amidst this tension, the Order of Nature (or Chaos Knights) appeared. A loose collection of outcasts and ex-members, they believe spacetime rifts are natural phenomena that should be left to run their course, regardless of the cost. For many, this order is a sanctuary, as deserting the older orders is still punishable by death.

Order of Unity Talents

Level 1
Rift Warden
You gain an Advantage Die when using `Gate Traveler` to Close or Stabilize a rift. Additionally, as a Simple Action, you can "anchor" an ally within 10ft; they gain a +2 bonus on their next saving throw against being moved, tripped, or teleported against their will.
Level 5
Sanctuary Path
You gain the `No Place Like Home` ability (normally level 7) early, but it is restricted to a single location: the Order’s hidden Temple. This access is a stable two-way gate and does not count against the total number of marked locations you can maintain at level 7.
Level 6
Guardian Swap (Combat Gate Enhancement)
Your Combat Gate feature is improved. When you use Combat Gate, you may choose to swap positions with a willing ally within 30ft instead of teleporting to an empty square. If you swap, that ally gains a +2 Dodge bonus to AC until the start of your next turn.
Level 10
Singularity Aegis
You can collapse a point in space to both hinder enemies and protect your squad. As a Standard Action, you generate a microsingularity at a point within 60ft (Wisdom Check vs DC 18).
  • Persistence: The singularity persists for 1 round per Wisdom or Strength mod, Players choice. Each round as a Free Action the Dimension knight can move it up to 30ft. However, the damage only happens first round.
  • Offense: Creatures within 20ft are pulled 10ft toward the center. Enemies within 5ft take `Xd6 + Wisdom Modifier` Gravity damage (X = amount the check beat the DC, max 10).
  • Defense: Ranged attacks cannot fire through the Singularity. Any shoots that pass within 20ft of the singularity suffer a Disadvantage Die for accuracy and Damage as the void pulls at the projectiles.
  • Frequency: Once per day (twice at Character Level 20).

Order of the Divergent Talents

Level 1
Weight of the Void
You gain an Advantage Die when using `Gate Traveler` to Open or Make Unstable a rift. Additionally, as a Simple Action, you can manipulate gravity around a target within 30ft. The target must roll a Strength saving throw (DC 10 + 1/2 DK level + WIS Mod) or have its AC Bonus from Dexterity reduced by half (round up) as well as movement speed reduced by half (round down) until the start of your next turn.
Level 5
Extra Training
You gain a bonus feat from the Melee Weapon Combat or Two-Weapon Fighting category. Using your own personal skills and kinship with the specific Weapon from Weapon Training (Spatial Call) you are able to re-craft this weapon and either uptech it or Masterwork level up by 1. This craft check is an auto success.
Level 6
Dimensional Tear (Combat Gate Enhancement)
Your Combat Gate feature is improved. When you use Combat Gate, you may choose to leave a "Dimensional Tear" in the square you just left. This tear lasts for 1 round. Any enemy entering or starting their turn in or adjacent to that square takes `1d6 + WIS Mod` Gravity damage and is considered Unlucky on their next accuracy check.
Level 10
The White Hole
You summon a point of pure entropy that reverses local physics. As a Standard Action, you generate a burst of energy within 60ft + 5ft per (STR Mod + WIS Mod) (Wisdom Check vs DC 18).
  • Entropy Burst: All enemies within 25ft take `Xd6` damage (X = amount the check beat the DC, max 10). This damage counts as Kinetic, Energy, Thermal, and Chemical simultaneously; targets with a weakness to any of these types take double damage.
  • Temporal Push: Targets damaged this way are violently pushed 15ft away from the center. If they strike a solid object, they must succeed on a Constitution save (DC 15) or be Stunned for 1 round.
  • Frequency: Once per day (twice at Character Level 20).

Order of Nature Talents

Level 1
Chaos Intuition
You gain an Advantage Die when using `Gate Traveler` to traverse a rift. Additionally, you are uniquely attuned to the presence of other knights; you gain an Advantage Die on all Passive or active Perception checks made to detect another Dimension Knight or a hidden "mark" left by the `No Place Like Home` ability.
Level 5
Master of Tricks
You gain an additional Dimensional Trick. You may ignore one order-based prerequisite for this specific trick, representing your order's disregard for traditional boundaries.
Level 6
Entropic Flicker (Combat Gate Enhancement)
Your Combat Gate feature is improved. When you use Combat Gate, you briefly flicker through multiple timelines. You gain Luck (roll 2d20, take the highest) on the next accuracy check or saving throw you make before the start of your next turn.
Level 10
Into the Maelstrom
You unleash a localized storm of chaotic probability. As a Standard Action, you roll a percentile die (d100) to determine the result (Wisdom Check vs DC 18):
  • 1-30 (Implosion): Deals 6d8 gravity damage in a 20ft radius at a point you specify. This pulls all targets 10ft toward the center.
  • 31-60 (Temporal Flash): All enemies in a 30ft radius must succeed on a Wisdom save (DC 14 + STR Mod + WIS Mod) or be Dazed for 1d4 rounds as they are overwhelmed by visions of alternate futures.
  • 61-90 (Dimensional Surge): You and all allies within 30ft gain an additional Standard Action that can be utilized in the other combat group (Vanguard/Rearguard) this round.
  • 91-100 (Grand Rift): A temporary two-way gate opens to a random alternate universe for 1 + 1d4 rounds. All combatants and objects within 50ft are sucked in unless they succeed on a Dexterity or Acrobatics saving throw (DC 20).
  • Frequency: Once per day (twice at Character Level 20).

Dreadnought

Table: The Dreadnought
Class Level Special
1st Ability Surge, Ideology Bonus
2nd Dreadnought’s Discipline (Choice), Well Grounded
3rd Unhindered, Steamroller
4th Ideology Talent, Resolve
5th Bonus Feat
6th Dreadnought’s Discipline (Choice)
7th Heavy Artillery
8th Greater Surge
9th Tirelessly, Ideology Mastery
10th Dreadnought’s Discipline (Choice)

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 of its people, different governments, religious groups, and various factions have followed the lessons learned to know what specific exercise, diet, vitamin supplements, and even advanced 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 different, potentially sinister plans.

The term Dreadnought was coined at some point in history, and it has stuck for thousands of years. Likely because the people who underwent these regimes became like the Dreadnought Spaceships used in war. Dreadnoughts are fearsome ships with both a massive amount of armor and weapons. Sometimes referred to as the "Walking Tank" 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, discipline, or some form of ideology. Usually swearing allegiance to a government or other type of faction.

Choose the Dreadnought to be able to plow through foes and obstacles while withstanding massive amounts of punishment.

The fastest path into this advanced class is through the Path of Constitution(Tough Hero), though other paths are possible.

Requirements: To qualify to become a Dreadnought, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Constitution OR Path: Path of Dexterity OR Ability: Constitution Score 15+ OR Ability: Strength Score 15+
  3. Ideology: At level one, the Dreadnought must pick an Ideology to follow. (More on this in "Extra Info" and "Class Talents" sections)

Restrictions:

  1. Class: A Character that is already a Helix Warrior cannot be a Dreadnought and vice versa.

Class Information:

Ability Affinity: Dexterity and Constitution

Class Skills: The Dreadnought’s class skills are as follows. Acrobatics (Dex), Athletics (Str), Intimidate (Cha/Str), Profession (Wis)

Extra Info: At the first level, the Dreadnought has to choose what ideology to follow.

Dreadnought's Class Talents


Ability Surge
Starting at Dreadnought 1st level, the Dreadnought'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. Doing this takes a Simple action and provides a +4 to Strength Score and +2 Dexterity Score. They also gain advantage on Constitution saving throws but disadvantage on Wisdom saves. The also gain temporary hit points explained below. This lasts for 1 + Constitution Mod number of rounds. Once no longer surging a Dreadnought is Fatigued. If already Fatigued then they are Exhausted. If already Exhausted then they become Unconscious.
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.
Dreadnought’s Discipline (Level 2 Choice)
At 2nd level, choose a Dreadnought Discipline which focuses your role in combat:
A) The Juggernaut
You are the immovable wall of your squad. While your Ability Surge is active, you gain Damage Reduction (DR) equal to your Constitution Modifier. Gain Tactical Opportunity on all enemies within 30ft that attack your allies instead of you.
B) The Ravager
You channel your raw power into devastating strikes. While your Ability Surge is active, you can choose to attack recklessly: your melee accuracy and damage gain an Advantage Die, but all attacks against you also gain an Advantage Die until your next turn. The threshold to trigger Extra Damage is reduced by 1.
Well Grounded
The Dreadnought is incredibly sure-footed. Starting at 2nd level, the Dreadnought gains a +2 bonus to save against being tripped, overrun, knocked prone. The Dreadnought gains an additional +1 for every Extra Damage the Character has.
Unhindered
At 3rd level, the Dreadnought can ignore the movement penalties of armor.
Steamroller
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. If successful earn a Bonus Attack Action or a Bonus Overrun Action if there is another enemy within run distance.
Ideology Talent
At 4th level, the Dreadnought gains a talent based on their chosen Ideology. These talents often provide a combat benefit that synergizes with their chosen Discipline. (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.)
Resolve
Beginning at 4th 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 both to resist Intimidation as well as perform Intimidate checks.
Bonus Feat
The Dreadnought gains a Bonus Feat from one of the following categories: Utility Feats, Combat Martial Arts, Melee Weapon Combat
Dreadnought’s Discipline (Level 6 Choice)
At 6th level, the Dreadnought refines their battlefield presence.
A) Living Shield
As a Simple Action, you can place yourself in harm's way to protect a teammate. Until the start of your next turn, you can absorb half the damage of an attack meant for an adjacent ally. Whenever a Dreadnought character earns a Bonus Action they always have the option of Living Shield as a Bonus. This Bonus can be stashed and used as a reaction (an action out of the group/turn for the character) to any friendly combatant within the Dreadnought's Walk speed distance. If the Dreadnought does this they must move next to the ally they wish to defend.
B) Knockdown
As a Standard Action, you can perform the Tackle Advance Combat Technique with advantage, and if successful, can also perform a Standard (not Bonus) Melee attack on the same turn. Also a Dreadnought can perform a Tackle from a stand still against an adjacent enemy.
Heavy Artillery
Beginning at 7th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether she can wield them at all or if they are considered light weapons for the purpose of yielding it in an off hand.
Greater Surge
At 8th level, the Dreadnought can perform an Ability Surge to a greater effect. Like Surge, but now the Dreadnought gains a +6 to Strength and +3 to Dexterity. And 3 * Dreadnought level worth of temporary health. Now when surging a Dreadnought can as a Free action choose to move from one Combat group to another, ie: from Vanguard to Rearguard or vice-versa.
Tirelessly
At 9th level, the Dreadnought calls upon their 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 considered a Simple Action.
Dreadnought’s Discipline (Level 10 Choice)
At 10th level, the Dreadnought reaches the pinnacle of their discipline.
A) Immovable Object
Once per day, if an attack would reduce you to 0 or below HP, you drop to 1 HP instead and instantly trigger a free Surge, doubling the Temporary HP gained from it. Also gain a Bonus Attack or Bonus Move Action that can done before the Dreadnought's normal turn.
B) Final Strike
If you kill or knockout an enemy with either a critical hit, a 'Coup de Grace', or deal Massive Damage (damage equal to 50% or more of target health in a single round) to a target, you can freely Surge at the end of the turn and gain a Standard Action that can be utilized in the other combat group. If in Rearguard then they can use this action in the Vanguard group next turn before doing there normal turn in Rearguard. This action is only a Standard Action no Simple or Bonus actions. If already Surging, the surge round counter is reset. This can only happen 1 + Dreadnought's Constitution Mod times per day.

Dreadnought Ideologies


Law and Order

Associated with Lawful characters. You work for and follow the authority of the land.
Level 1 Bonus (Intuition)
You gain Sense Motive as a Class Skill (or +1 Rank). You gain an Advantage on Diplomacy checks when dealing with law enforcement or government officials.
Level 4 Talent (Master Defender)
You gain a +1 AC bonus whenever you fight defensively or take the total defense action. Synergy: If you are a Juggernaut, this bonus increases to +2.
Level 9 Mastery (I Am The Law!)
You gain the Plenipotentiary Privileges Class Feature from the Envoy when dealing with *known* criminals, allowing you to bypass typical bureaucratic hurdles.

Life Above All

Associated with Good characters. You value the life of others greatly; killing is a last resort.
Level 1 Bonus (Big Heart)
You gain Treat Injury as a Class Skill (+1 Rank). You gain an Advantage on Diplomacy checks when attempting to de-escalate or avoid violence.
Level 4 Talent (Helping Hands)
You gain a +1 Misc bonus to Treat Injury. You can stabilize a dying character as a Simple Action. Synergy: If you are a Juggernaut, your *Living Shield* feature also grants the defended ally temporary HP equal to your Constitution modifier.
Level 9 Mastery (Pacifist's Resolve)
You take no penalties for dealing non-lethal damage with lethal weapons. If you successfully knock an enemy out non-lethally or use diplomacy to end a fight, you gain another Standard Action that can be done outside the Character's group.

Duty and Doctrine

Associated with Lawful characters. You follow commands no matter how brutal, often as a zealot for a cause.
Level 1 Bonus (Indoctrination)
You gain Knowledge Culture as a Class Skill (+1 Rank). You gain an Advantage on saving throws against Bluff, Diplomacy, and Intimidate checks.
Level 4 Talent (Unshakable Faith)
You gain an Advantage on saving throws against mind-affecting Techniques or psionics. Synergy: If you are a Ravager, your reckless attacks gain Advantage DIe on damage roles against enemies that have damaged an ally this combat.
Level 9 Mastery (Zealot's Surge)
Your trance is unbreakable. While Ability Surge is active, you are immune to the Shaken, Confused, and Frightened conditions.

Survival of the Fittest

Associated with Chaotic or Neutral characters. You believe only the strong are meant to survive.
Level 1 Bonus (Self-Sufficient)
You gain Survival as a Class Skill (+1 Rank). You require half the normal amount of food and sleep to prevent the Fatigued condition.
Level 4 Talent (Thick Skinned)
You gain +1 Damage Reduction (DR) permanently. Synergy: If you are a Juggernaut, this stacks with your surge DR. If you are a Ravager, your melee attacks ignore 1 point of enemy DR.
Level 9 Mastery (Primal Recovery)
While your Ability Surge is active, you regain 1d4 temporary HP at the start of each of your turns as your body forcefully knits itself back together.

Vigilante

Associated with Chaotic characters. You take extreme measures to change the system for the better.
Level 1 Bonus (Justifying Reasoning)
You gain Knowledge Current Events as a Class Skill (+1 Rank). You gain an Advantage on Intimidate and Stealth checks when dealing with corrupt officials or known criminals.
Level 4 Talent (Reckless Behavior)
You gain the Reckless Behavior Talent from the Starfighter class.
Level 9 Mastery (Crowd Control)
When you are adjacent to two or more active enemies, your melee accuracy checks gain an Advantage Die. Synergy: If you are a Ravager, this stacks with your reckless attack advantage (max 3 Advantage Dice).

Engineer

Table: The Engineer
Class Level Special
1st Quick Construction, Professional Repair,
Extra-Curricular Training I
2nd Beyond the Specifications
3rd Reconfigure Weapon
4th Overload
5th Bonus Feat, Improved Quick Construction,
Extra-Curricular Training II
6th Beyond the Specifications Improved,
Engineer's Eye
7th Combat Mechanics Training
8th Reconfigure Weapon Improved
9th Trained Professional,
Extra-Curricular Training III
10th Engineering Miracle

A scientist may make grand discoveries about the universe and our place in it. But Engineers are the ones that exploit those findings and make them useful and piratical in everyday life. Engineers are the cornerstone 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 that is hidden in the shadows of civilization. Some venture forth and try their luck out in the galactic frontier. Or in some other exciting position that brings an escape from monotony.

Software has been known to be extremely flexible, especially for artificial intelligence. However, the hardware is not. And hardware is the engineer's forte. Out in the galaxy, there is an unknown amount of unimaginable obstacles to face. Engineers are known for their knowledge of how things work, how to fix things and make them more efficient. They can often bypass 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 to a new unknown planet. The job of an engineer can mean life and death for all involved. Those willing to leave there comfortable life, there sheltered workshops, garages and shipyards may find riches and adventure.

Choose Engineer if you want your character to excel at crafting, modifying, repairing, and disabling electrical and mechanical equipment, including weapons.

The fastest path into this advanced class is through the Path of Intelligence(Smart Hero), though other paths are possible.

Requirements: To qualify to become an Engineer, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Intelligence OR Ability: Intelligence Score 15+ OR Ability: Constitution Score 15+ and Intelligence of 12+

Restrictions:

  1. Cannot use Heavy Weapons

Class Information:

Ability Affinity: Intelligence and Constitution

Class Skills: The Engineer’s class skills are as follows. Computer Use (Int), Craft [ Electronic, Mechanical, Structural ](Int), Disable Device (Int), Choose Any Three Knowledge(Int), Study(Int)

Engineer's Class Talents


Extra-Curricular Training
At 1st, 5th, and 9th level, the Engineer selects a specialized track of study that defines their practical role in the field. Picking the same track multiple times unlocks higher-tier benefits (Novice -> Intermediate -> Master).

Course: The Field Tuner (Combat Support)

  • Focus: Keeping the squad's gear and bodies at peak efficiency.*
Novice (Level 1)
Patch Job
Your `Professional Repair` in combat grants the target a +1 AC bonus for 3 rounds in addition to healing damage. You gain Treat Injury as a Class Skill (+1 Rank).
Intermediate (Level 5)
Combat Calibration
You have learned to tune gear under fire. You can use the `Beyond the Specifications` feature on an adjacent ally’s gear as a Simple Action rather than a Standard Action.
Master (Level 9)
Overclock
Once per day, as a Standard Action, you "Overclock" the gear of all allies in your group (Vanguard or Rearguard). For 1 minute, their weapons gain advantage die for damage and their armor grants +2 DR.

Course: The Tactical Saboteur (Combat Control)

  • Focus: Disrupting enemy technology and controlling the battlefield.*
Novice (Level 1)
Combat Demolitions
You gain `Demolitions` as a Class Skill (+1 Rank). You gain an Advantage on accuracy checks when throwing grenades or using specialized explosives. Additionally, you can prime a grenade or explosive device as a Free Action rather than a Simple Action.
Intermediate (Level 5)
System Shock
Your `Overload` deals an additional +1d6 damage. Targets hit by the explosion must make a Wisdom save (DC 10 + 1/2 Engineer level + Int Mod) or be Shaken for 1d4 rounds.
Master (Level 9)
Blackout
You can use `Computer Use` to remotely "Hack" an enemy’s active gear (Power Armor, Force Fields, or Robots) within 60ft. On a success (DC 20), the device is completely disabled for 1d4 rounds.

Course: The Master Architect (Industrial Utility)

  • Focus: Long-term upgrades, crafting, and spaceship management.*
Novice (Level 1)
Industrial Efficiency
You gain the Jerry Rigging feat for free. You reduce the material cost of crafting General Equipment by an additional 25%.
Intermediate (Level 5)
Field Up-Tech
You can "Up-Tech" any item to your current Tech Level in the field without a professional lab. You gain an Advantage Die on all spaceship `Boost` checks.
Master (Level 9)
Permanent Revision
You can make one `Beyond the Specifications` boost permanent on a single item. This consumes one of the item's "Masterwork" slots. You can also repair spaceship "Battle Damage" in half the normal time.

Table: Professional Repair
Craft (Repair)
DC (+5 in combat)
Damage Repaired
0-9 No Damage repaired
10-15 1d6 + Engineer Level
16-20 2d6 + Engineer Level
21-25 3d6 + Engineer Level
26-30 4d6 + Engineer Level
31-35 5d6 + Engineer Level
36+ 6d6 + Engineer Level
Quick Construction
At Engineer 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 a General Equipment item, the Engineer reduces the building time by 1/2.
At 5th level, the Engineer reduces the building time of ordinary objects to 1/4 and masterworked objects by half.
Professional Repair
At 1st level, an Engineer has improved ways of repairing robots, vehicles, power armor, etc... An Engineer with the correct Professional Kit or appropriate facility (ie: workshop, or hanger) can gain bonuses to repair damage to a robot, vehicles, power armor, spaceships and so on. The DC and Time are no longer based on the Repair rules. This takes 1 hour of work. This can also be done in combat but requires an additional +5 to the DC check and a Standard Action. Review the table to the right for more info.
For Space Ships, this provides an Advantage to Repair checks to remove Battle Damage.
Beyond the Specifications
At 2nd level, an Engineer can upgrade weapons and equipment to provide temporary performance improvements that exceed the object's normal specifications. It requires a Standard Action and full access to the target object. The effect lasts for 10 minutes, and the object cannot be boosted again for 1 hour.
Table: Weapon Upgrade :
Melee Weapons DC - Ranged Weapons DC - General Equipment DC
At Engineer 2nd Level and above
Weapon does extra +1d4 (+1d for every +10 DC, Max +2) 12 - Weapon does extra +1d4 (+1d for every +10 DC, Max +2) 12 - Misc Bonus by +1 for 1d4 rounds 12
Weapon +1 AP (ignores 1 DR (+1 for every +5 DC) 15 - Weapon +1 AP (ignores 1 DR (+1 for every +5 DC) 15 - Increases range of item by %25 15
Weapon’s Crit Multipler +1 (Max x3) 17 - Weapon’s Crit Multipler +1 (Max x3) 17 - - -
Weapon damage type is changed for 1d4 rounds 20 - Add's extra damage type for 1d4 rounds 20 - - -
At Engineer 6th Level and above
Weapon does extra +1d6 (+1d for every +10 DC) 20 - Weapon does extra +1d6 (+1d for every +10 DC) 20 - Combined Uses of two of the same item 20
Weapon +2 AP (Ignores 2DR) (+2 for every +5 DC) 25 - Weapon +2 AP (Ignores 2DR) (+2 for every +5 DC) 25 - Up Techs Shield effect by +1 increment 30
Weapon also shaken target for 1 round 25 - Weapon's Accuracy +1 (+1 for every +5 DC) 27 - Increases Misc Bonus by +1 30
Weapon’s Crit multiplier +1 (+1 for every +10 DC) 30 - Weapon’s Crit multiplier +1 (+1 for every +10 DC) 30 - Increases range of item by %50 27
Weapon damage type is changed 30 - Add's extra damage type 1d4 (+1d for every +5 DC) 30 - - -
Weapon leaves target dazed for 1d4 rounds 32 - - - - - -
Weapon also stuns target for 1d4 rounds 35 - - - - - -
Reconfigure Weapon
At 3rd 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 Advanced Weapon Creation rules and allows for an already constructed weapon to be modified according to the Engineer'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 Masterworked according to crafting rules or Up-Tech to whatever the Engineer's Tech Level is.
Overload
At 4th level and beyond, the Engineer as a standard action, can cause a short in an electronic device they are adjacent to. This includes any ranged or melee weapon that does not possess the Kinetic Arch-Type. This makes the target of the overload nonfunctional. If the device is designed to be tamper-proof, such as a lock, then it cannot be a target. Like-wise anything that is sentient can also not be a target. If the target is being held by an enemy the item must first be taken from them, please review the Disarm technique. The Engineer doesn't need to roll if all they want to do is temporarily disable the device. The device is disabled for Int Mod for several rounds. However, the Engineer can attempt to create an improved explosive with a DC 15 (Craft (Electronic). The overload can become an electronic explosive Device. It must be used by the next round of combat or within roughly 3 seconds, and causes 1d6+Int Mod of Electronic Damage. The range is 5ft circle from the square it lands on. At 6th, 8th and 10th level the damage increases by +1d6.
Bonus Feat
At 5th level, the Engineer can gain a Bonus Feat for free and can pick from the following categories: Utility Feats, Proficiency Tree , Ranged Combat
Engineer's Eye
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.
Combat Mechanics Training
At 7th level, the Engineer can choose to take an upgrade to either the Melee, Ranged or Armor Proficiency Tree regardless of whether it takes 1 or 2 points. Or the Engineer can choose to take the Power Armor Expert Feat.
Effects on Space Ships. An engineer can perform the Boost effect on any system of their 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 roundup.
Reconfigure Weapon Improved
At 8th level, the Engineer can now Reconfigure a weapon in 1 minute instead of 1 hour. Additionally, when reconfiguring a weapon, they can choose to grant it one temporary "Combat Attribute" from the Weapon Attributes list for 1 hour.
Trained Professional
A 9th level Engineer can perform complicated tasks as free actions after completing an Intelligence check.
During any round in which the Engineer uses the Computer Use, Craft, Disable Device, or Repair skill, he can first make an Intelligence check (DC 15) to use the desired skill as a free action. Making the Intelligence check doesn’t cost the Engineer an action.
Engineering Miracle
At level 10 the Engineer can pull off feats of engineering wonder. They can use their mastery of the trade to provide bonuses or repairs that could only be described as borderline miraculous. They can use this ability once per day, starting as a Standard 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.
  • Armor: Adds a +1 AC bonus and +2 DR to armor for 1 minute.
  • Weapon: Adds advantage to both Accuracy and dealing damage (which includes each Extra Damage) for 1 minute.
  • Spaceship Structure: Instantly repairs one Battle Damage.
  • Spaceship Shields: The Ship's Shields now have +1 and no longer count against Detection DC, thus making the ship appear in stealth even if shields are on. Lasts for 1 minute.

Envoy

Table: The Envoy
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Plenipotentiary Privileges, Stipend 2 - - -
2nd Open Arms, Intuitive 2 1 - -
3rd Diplomatic Style Combat Feature 3 1 1 -
4th Cultural Expert 3 2 1 -
5th Bonus Feat 4 2 2 1
6th Slave too Bureaucracy 4 3 2 1
7th Restricted Access,
Diplomatic Style Combat Feature
5 3 3 2
8th Upper Management 5 4 3 2
9th Select Consuls 6 4 4 3
10th Diplomatic Style Combat Feature 6 5 4 3
*Level 0 Techniques can be performed at will with the Technique Novice Feat.

Ambassadors, Diplomats, Dignitaries, Consultants, Legats, Emissaries, etc. can all fall under the title of an Envoy. With a natural talent for dealing with disputes as small as those between individuals and as large as those between whole nations or civilizations. Envoys 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 a compromise to avoid an otherwise ugly confrontation both for herself and for others. The Envoy will attempt all this without compromising their integrity or betraying the trust placed in them as representatives of factions, nations, worlds, or whole civilizations.

An Envoy chooses a faction, nation, or some other type of recognized group to swear allegiance to. As long as that Envoy does not fail to represent her faction, then she is entitled to privileges beyond the rights of ordinary citizens. Choose the Envoy if you want a character who excels at negotiations, political leverage, and self-preservation, focusing on targeted utility and group protection.

The fastest path into this advanced class is through the Path of Charisma (Charismatic Hero).

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Charisma OR Ability: Charisma Score 15+ OR Ability: Wisdom Score 15+ with Charisma score of 12+
  3. Allegiance: You must pledge primary allegiance to a faction or group. (See Envoy's Allegiances below).

Restrictions:

  1. Feats: The Envoy cannot use Power Armor.
  2. Weapons: The Envoy cannot gain advantage when using Melee/Martial weapons.

Class Information:

Ability Affinity: Charisma and Wisdom

Class Skills: Bluff (Cha/Int), Diplomacy (Cha/Wis), Profession (Wis), Sense Motive (Wis). Choose Any Two Knowledge Skills(Int), Study (Int).

Technique Ability Affinity: The Envoy uses Charisma or Wisdom for their Techniques (shared with the Field Officer).

Envoy Class Talents


NOTE
Upon becoming an Envoy, the Player must choose their Diplomatic Path: The Emissary or The Broker. This choice provides minor differences to utility features and more unique differences for combat abilities.
Plenipotentiary Privileges
At 1st level, if you are arrested for a crime, you can make a Diplomacy check to invoke your diplomatic credentials and bypass standard punishment. 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'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.
  • The Emissary: Gain an Advantage Die on the check if the crime is bureaucratic, political, or a public misunderstanding.
  • The Broker: Gain an Advantage Die on the check if the crime involves smuggling, illegal technology, or black-market dealings.
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.
Stipend
At 1st, 4th, 7th, and 10th level, you gain a Profession rank increase of +1 and a bonus of $2,000 ISC per Envoy level.
Open Arms
Beginning at 2nd level, the Envoy is skilled at initiating peaceful negotiations. The Diplomat may add both their Wisdom Modifier and Charisma Modifier to Diplomacy checks instead of choosing. She can also add a competence bonus equal to one-half her Envoy class level, rounded down, on all Diplomacy checks.
Intuitive
At 2nd level, you gain an Advantage Die on all Sense Motive checks.
Diplomatic Style Combat Feature
At 3rd level you gain your first Combat Specific Class Feature based on your Diplomatic Style.
Cultural Expert
At 4th level, the Envoy's abilities and profession lead them to a better understanding of common cultures. If Knowledge Culture is not a choice Class skill, make it one now with an additional +1 rank. If it is already a Class skill, provide +2 to its Rank. Player's may disregard the Skill level limit rules in this case.
Bonus Feat
At 5th level, the Envoy gets a free Bonus Feat. All rules still apply; the Character has to be eligible to acquire the feat. They are in the Utility category and Techniques sub-category.
Slave to Bureaucracy
At 6th level, you become a master of navigating (or bypassing) paperwork. You gain an Advantage Die when identifying the origin and authenticity of official documents.
  • The Emissary: You reduce the time and cost required to procure official permits, meetings, or documents by half.
  • The Broker: You gain an additional Advantage Die when attempting to forge or falsify official documents.
Restricted Access
At 7th level, you gain clearance to access classified information from sources that recognize your allegiance. You gain a +2 Misc bonus on Study checks.
  • The Emissary: Your access extends to high-tier government and corporate archives.
  • The Broker: Your access extends to criminal underworld networks and black-market ledgers.
Upper Management
At 8th level, the Envoy gains the Leadership feat for free. If the Envoy already has Leadership, then gain the Manager feat for free. If both are already acquired, gain Misc Bonus equal to 1/2 Envoy level to all assistance checks.
Select Consuls
At 9th level, you may appoint individuals (equal to your Charisma bonus) as "Consuls." They gain the benefits of your Diplomatic Immunity and Restricted Access features while under your protection.

Diplomatic Style Combat Features

At 1st level, you must choose your Diplomatic style, along with Alliance. Here are combat-related Class Talents for the Diplomatic Style of your choice, either Emissary or Broker.

The Emissary

Focus: De-escalation, Sanctuary, and Group Protection.

Level 3
Diplomatic Immunity
You can force a temporary pause in hostilities.
Action: Standard Action.
Effect: You declare sanctuary for your combat group (Vanguard or Rearguard). For 1 round, any enemy attempting to attack you or an ally in your group must succeed on a Wisdom save (Dimensional DC). If they fail, they must choose a target in the other group or lose their attack entirely.
Level 7
Ceasefire
You can use your authority to halt an enemy's momentum.
Action: Reaction.
Effect: When an enemy targets you or an adjacent ally, you may "Pull Rank." The enemy must succeed on a Wisdom save (Dimensional DC) or their Standard Action is canceled for that turn.
Level 10
Aura of Authority
Your presence is so overwhelming that enemies find it difficult to act against you.
Action: Passive.
Effect: Enemies within 30ft take a Disadvantage Die on all accuracy checks and Technique checks targeting you or any ally within your combat group.

The Broker

Focus: Leverage, Exploitation, and Targeted Debuffs.

Level 3
Find the Flaw
You read the weaknesses in an enemy's posture and gear.
Action: Simple Action.
Effect: Perform a Sense Motive check against an enemy's AC. If successful, you or one designated ally (such as a Select Consul) gain an Advantage Die and ignore the target's Damage Reduction (DR) on the next attack against them.
Level 7
Psychological Pressure
You use leverage or threats to break an opponent's resolve.
Action: Standard Action.
Effect: You verbally target an opponent within 30ft. They must succeed on a Wisdom save (Dimensional DC) or become Shaken for 1d4 rounds and take double damage from the next attack that successfully hits them.
Level 10
Puppet Master
You have gained enough leverage to dictate an enemy's actions.
Action: Reaction.
Effect: You designate one enemy as your "Asset." When the Asset targets an ally with an attack, you may force them to re-roll the accuracy check and take the lower result, or force them to move up to 15ft in a direction of your choice before the attack resolves.
Frequency: 1 + Charisma Mod per day.

Envoy's Allegiances


Corporation[s] Entity

Corporation or group/federation of corporations can be big enough to have the galactic influence they may have Envoys on their side. Not too be mistaken with a lobbyist who focuses there attention solely on influencing local governments. Envoy'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 an 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. Envoys ensure that conflicts of any kind do not get in the way of the Corporation's goals.
Bonus: Insider Knowledge: A bonus too Diplomacy and Intimidate checks equal to the Envoy Class level when dealing with any Corporation personnel. An advantage bonus too Computer Use checks when attempting to get information from a computer owned by a corporation. The class also receives the Knowledge Business as a Class skill and gets a Misc +2 bonus too it.

Small to Medium Sized Government

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-known. However, locally they would be regarded as very powerful. Envoy's that work for these governments would like to be used to expand their influence beyond the systems they control. Because of their smaller size, most Envoys would likely swear allegiance, hoping to move quickly up the ranks. With less competition than in other sectors, smaller governments provide more opportunities.
Bonus: Ambitious: The Envoy is more likely to get promoted. Advantage bonus too Profession checks. The Envoy also gains an advantage bonus to the Intimidate checks when dealing with government agencies. The Envoy even gets Knowledge Local as a class skill with a Misc +2 to the skill.

Large or Empire Government

There are many empires that have existed or still exist in the galaxy. The Ring of Life is massive and spacious and has afforded 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. Their uses vary from internal affairs of state to problems abroad. Envoys will be seen dealing with subjugated planets to help dispirit any rebellions. Lead talks on trade disputes between nations. Secretly incite ill will in other countries' weaker planets. All for the sake of maintaining and strengthening the Empire.
Bonus: Powerful connections: The Envoy has connections all over the galaxy that can provide information or get her out of trouble. -5 to all the DCs associated with the "Diplomatic Immunity" table. The class also receives the Knowledge Civics as a Class skill and gets a Misc +2 bonus to it. The Envoy also gets an advantage +2 to Intimidate checks when dealing with government agencies.

Religious Institution

Most religions are only popular locally 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 their peaceful arm. A religious group may be concerned that its followers are not receiving the attention they need from the government, or afraid that a powerful megacorporation will act without considering the people it will affect. When this is the case, religions often use Envoys to make their will known to the people, governments, and corporations. Sometimes, Envoys are sent to work in secret, while others walk openly and proudly about their faith. Envoys would likely swear an alliance solely because their convictions are true.
Bonus: Strong Convictions: The Envoy who swears allegiance to a religious institution has 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.

Crime Syndicate

You represent the will of a powerful syndicate. Many powerful individuals in organized crime use others to represent their wishes within the governments they operate in. 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 their own ambitions. When working for a Crime Syndicate, an Envoy is expected to get people out of jail when they most certainly deserve to be there; they are also expected to provide inside information to the 'Boss' or whoever they report to. The Envoy may smuggle money from less official channels into more official ones and whine and dine with the elite of society to make sure 'Family' or 'Business' is always seen as important, respected, and official. No funny business to see here.
Bonus: Corruption: Instantly start off with $20,000 credits. Gain an advantage when using the Plenipotentiary Privileges talent. Replace the Upper Management talent with Well Informed. This provides an advantage bonus when using the Diplomacy Gather Information skill check.

Rebel Cause

At some point, we all have to choose. Some simply see the horror in the Ring and must do something about it. Sometimes, the person who makes that choice is a charismatic individual with leadership written on their face. However, they were late to the movement. There already is a leader. But what about a spokesperson? What about the person who 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 the bottom, but still powerful and respected, who could reach out to the 'enemy' and find common ground. Either to discuss hostage release or to build a foundation for peace. An Envoy who dedicates herself to a Rebel cause will become its leader's right hand, and you will become a powerful force for change.
Bonus: Rebel: Loose 1/2 your credit score. Take advantage of the Plenipotentiary Privileges talent. Replace 'Stipend' with Negotiator. This provides +1 Misc score to either Diplomacy, Bluff, Intimidate, Sense Motive at 1st, 4th, 7th, and 10th level.

Electro-Mancer

Table: The Electro-Mancer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st Electromancy Path Choice, Electric Attack (1d4), Sixth Sense 2 1 - - - -
2nd Transmutant/Savant Talent 2 1 1 - - -
3rd Electric Attack (1d6+1), Clever Crafting 3 2 1 - - -
4th Transmutant/Savant Talent 3 2 2 1 - -
5th Electric Attack (1d8+2)
Bonus Feat
4 3 2 1 - -
6th Transmutant/Savant Talent 4 3 3 2 1 -
7th Electric Attack (1d10+3), Electrified Presence 5 4 3 2 1 -
8th Transmutant/Savant Talent 5 4 4 3 2 1
9th Electric Attack (1d12+4) 6 5 4 3 2 1
10th Transmutant/Savant Talent 6 5 5 4 3 2
*Level 0 Techniques can be performed at will, with the Technique Novice Feat.

Some species are more accepting of in-plants and cybernetics than others. One such species, the Cryous, was at war and losing fast. Desperate for a new form of super-soldier, they took advantage of the electromagnetism inherent in their species to create a unique kind of Cybernetics. The Electro-Mancer was born. Referring to anyone who chooses to have a specific set of cybernetic and biological implants inserted into their bodies. This set is specifically designed to make the user aware of electromagnetism as if it were an additional sense, and can also gather energy in the form of electricity and manipulate it at a local scale.

With these super soldiers, the Cryous were able to overcome the massive numbers of ground troops deployed 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's Great Ring of Life can enjoy this powerfully themed set of implants.

Choose the Electro-Mancer if you want to wield the power of lightning, producing shields, shocking enemies in close quarters, or overloading technology with your mind.

The fastest path into this advanced class is through the Path of Intelligence (Smart Hero) or the Path of Dexterity (Fast Hero).

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Intelligence OR Path: Path of Dexterity OR Ability: Intelligence Score 15+ with Dex Score of 12+ OR Ability: Dexterity Score 15+ with Int Score of 12+

Restrictions:

  1. Class: Cannot also be a Shield Splicer.

Class Information:

Ability Affinity: Intelligence and Dexterity

Class Skills: Computer Use (Int), Craft [ Electronic, Mechanical ] (Int), Disable Device (Int), Perception (Wis), Study (Int). Choose any two Knowledge (Int).

Technique Ability Affinity: The Electro-Mancer uses their Intelligence ability to perform Techniques.

Electro-Mancer's Class Talents


NOTE
At level 1, the Electro-Mancer must choose between the Electro Transmutant (Melee/Fast/Dexterous) or Electric Savant (Ranged/Smart/Intelligent) paths.
Electric Attack
Starting at 1st level, you gain a natural attack manifested from your implants. This attack deals Electric damage and scales as you level up (see table). The type of attack (Ranged vs Melee) is dependent on the Player's choice between which Path they wish the Electro-Mancer to take.

The base Damage Die is 1d4. This attack benefits from Extra Damage and can be considered a Light Weapon for purposes of Off-Hand and Bonus Attacks rules. This weapon can be summoned or removed as a Free Action at any time.

  • Electric Savant: This is a Standard Attack Action (Ranged, 100ft + 10ft per Int Mod). You use your Intelligence Modifier for accuracy and damage.
  • Electro Transmutant: This is a Standard Attack Action (Melee). You use your Dexterity Modifier for accuracy and damage.
At level 3, damage increases to 1d6+1. At level 5 to 1d8+2. At level 7 to 1d10+3. At level 9 to 1d12+4.
NOTE: The Savant/Transmutant has other bonuses for this Electric Attack.
NOTE: This can be affected by the Talented feat if chosen. If so, then follow these weapon die levelings: Character level 12: 2d8+6, 15: 2d10+8, 18: 2d12+10.
Sixth Sense
At 1st level, you are uniquely attuned to electromagnetic fields. You gain an Advantage Die on detection checks for electronic traps, hidden sensors, or data ports. Additionally, you can instantly tell if an electronic device within 30ft + 5ft per Int Mod is "On" or "Off" without a check.
Clever Crafting
Starting at 3rd level the Electro-Mancer can perform Craft Electronic Checks with Luck. The Electro-Mancer can sacrifice a Level One Technique used for that day to re-roll any failed crafting attempt or Disable Device check.
Bonus Feat
At 5th level, gain a free Bonus Feat.
  • Electric Savants: Choose from the Utility or Techniques categories.
  • Electro Transmutants: Choose from the Tactical or Misc Feats categories.
Electrified Presence
Starting at 7th level the Electro-Mancer can unleash their electric powers to wow, stun and impress those around him by performing a show of electrical prowess. The Electro-Mancer can use either Intelligence or Dexterity in place of Strength when using the Intimidate skill. They can sacrifice a Level One Technique use for that day to gain Advantage, Level Two for 2 Advantages (+2AD), or a Level 3 use for (+3AD). A Character can only benefit up to 3 advantages at a time.

Electromancy Path Choice

Path of the Electro Transmutant

Focus: Speed, Reflexes, and Close-Quarters Combat.

Level 2
Electrified Movement
Electricity flows through your muscles, granting preternatural speed. Your base speed increases by +10ft. Additionally, you may perform a Charge or Tackle technique even through difficult terrain or around corners.
Cost: You permanently sacrifice use of one Level 0 Technique. (You still know as many Techniques as the chart states, you just use fewer of them)
Level 4
Improved Electric Attack
Your melee electric strike becomes more versatile. You gain a Feat in the Two-Weapon Fighting track. You can choose to either increase the Critical Range by +1 or increase the base Critical Damage to 3x.
Cost: You permanently sacrifice use of one Level 1 and one Level 2 Technique slot.
Level 6
Magnetic Aim
You use your electromagnetic sense to guide your strikes. This counts as a Free Action that consumes a use of a Level 2 or Level 3 Technique slot.
Effect: You gain an Advantage Die on all melee attacks made this round to both Accuracy and damage die. At level 10, you can spend a Level 4 or 5 slot to gain double Advantage. If the target you are hitting has any metal, then gain an additional Advantage Die; the maximum advantage someone can benefit from is x3.
Level 8
Electrified Focus
Your reflexes allow you to capitalize on every opening. If you perform a Standard Attack Action and miss, you may consume the use of a level 3 or level 4 Technique slot to try again, this time with advantage.
If you perform a check of any kind as a reaction, such as a saving throw, both in or out of combat, if you fail, you can choose to consume a Technique level 3 or 4 slot to try again with advantage.
Cost: You permanently sacrifice one level 2 and one level 3 Technique slot use.
Level 10
Amp'ed Rage
You surge with overwhelming electrical power. As a Standard Action you spend time charging up all your electrically infused power. For a number of rounds equal to 1/2 your Electro-Mancer level, you gain +4 Dexterity, +2 Strength, and Temporary HP equal to your Electro-Mancer level + 2x (Dexterity + Intelligence Modifier). Bonus Advantage on all Dexterity Saving throws. Your Electric Attack Damage Die is increased by 1 level and it gains AP equal to your Character's Dex Mod. After the effect ends, you must roll a Constitution Save DC20 + Int Mod or become Fatigued. Your Character cannot do this while Fatigued or worse.
Cost: You permanently sacrifice one Level 4 and 5 Technique slot use.

Path of the Electric Savant

Focus: Ranged Techniques and Technological Integration.

Level 2
Savant in Training
You gain the Technique Novice feat for free. If you already possess it, you gain Technique Advance instead and so on.
Level 4
Circuit Integration
You can interface with technology wirelessly. You gain a +2 Misc bonus to Computer Use and Decipher Script. Also, as a Simple Action even while in combat, you can access simple, non-secure electronic devices (cameras, door locks) wirelessly within 30ft +5 per Int Mod.
Level 6
Advanced Electromancy
Automatically gain an additional slot for Level 1,2,3 Techniques. You can now "Expand" your techniques by using a higher-level slot. This grants one of the following:
  1. Double the Damage/Effect
  2. Treated as a Simple Action
  3. Double range. (When increasing the range of a Technique with Range zero, this makes it a Technique with a Range equal to Character's Walk Speed.)
  4. Double the Duration.
  5. Change Damage type to Electric-Electric.

This can be stacked if slots are available. Also, this does not stack or work with Feats like Quicken or Split-Brain Coordination. The Player just has to declare they are 'Expanding' their Technique Action. All of those must be Standard Action unless the 'Expand' first is used to make the Technique a Simple Action.

Level 8
Sheer Force
Your ranged Electric Attack becomes more piercing. Gain AP equal to your Intelligence Modifier (Max 5) and choose between Critical Range increase or Critical Damage base improved to x3.
Level 10
Expert Electromancy
Your mastery of techniques allows you to manifest multiple effects at once. You may perform two Techniques in a single Standard Action. Both techniques consume their respective slots. These Techniques can be affected by your 'Expand' ability. The Quicken or Split-Brain Coordination feat can still be activated.
Frequency: Twice per day (3x at Character Level 15, 4x at Character Level 20).

Field Officer

Table: The Field Officer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd
1st Tactical Shift, Leader of the Troops (Dynamic) 1 - - -
2nd Protege 2 - - -
3rd Command Style 2 1 - -
4th Battlefield Presence (Dynamic) 2 1 - -
5th Bonus Feat 3 1 - -
6th Uncanny Survival 3 2 1 -
7th Command Style+ 3 2 1 -
8th Follow My Lead (Dynamic) 4 3 1 1
9th Command Style+ 4 3 2 1
10th Tactical Master 4 3 2 1
*Level 0 Techniques can be performed at will, with the Technique Novice Feat.

An Erie quite settles onto the cabin. The only sound left is the hum of motors below, crawling up the soldier's legs as if being forced out of the air from the opposing silence. Faces were shocked and full of despair. Not looking up, afraid to see the empty seats where their comrades should be. Jacob, standing, holding onto a tether hanging from the ceiling to keep his balance as the vehicle hurriedly sends what's left of his team across the bumpy landscape, looks at the faces of his men and realizes he is losing them. The defeat was too much for them. Without the right words, the moral would be lost, and he knows what would happen next. "First," he thought to himself, "I must not let them see me down."

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 the tactical expertise and uses such knowledge to coordinate armed forces in the battlefield. 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 assigning someone of such skill as a first mate to help keep the people in line.

A Player will choose Field Officer if they want a Character to take charge in a crisis or lead others into battle, and to provide knowledge and expertise that can help the group as a whole.

The fastest path into this advanced class is through the Path of Charisma (Charismatic Hero).

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Charisma OR Ability: Charisma Score 15+ OR Ability: Wisdom Score 15+ and Charisma score of 12+

Restrictions:

  1. Feats: Cannot use power armor (negates the ability to use Class Techniques).

Class Information:

Ability Affinity: Charisma and Wisdom

Class Skills: Diplomacy (Cha/Wis), Intimidate (Cha/Str), Choose Any One Knowledge (Int), Sense Motive (Wis), Treat Injury(Wis)

Feat Bonuses: Leadership

Technique Ability Affinity: The Field Officer uses Charisma or Wisdom for their Techniques.

Field Officer's Class Talents


NOTE
Upon becoming the Field Officer the Player must choose what there Command Style is. Either Inspire or Tactician.
Tactical Shift
At 1st level, you become a master of positioning. At the start of the turn as a Simple Action, you may change the Group you are in. This happens at the start of the Turn not the start of the Group and the Simple Action is considered spent when you start your turn in your Group.
Leader of the Troops
At 1st level,
  • Vanguard: When you successfully land an attack or complete a skill check, all allies currently in the Rearguard gain a +1 Morale bonus to Accuracy and Damage until the end of the round.
  • Rearguard: When you successfully perform a supportive action or technique that benefits your allies, (things like Treat Injury) all allies in the next round's Vanguard gain a +1 Morale bonus to AC and Saving Throws.
This bonus increases to +2 at 5th level and +3 at 9th level.
Protege
At 2nd level, the Field Officer can pick a person out of the team to be their protege. The person must be familiar to the Field Officer and must be willing to be subject to the Field Officers' whims and commands to help guide the Protege. As long as the Protege is within 5ft + 5ft per Field Officer's Wisdom Mod during combat, the Protege gains a Competence/Moral bonus equal to the Field Officer's Charisma Modifier on all rolls. The Field Officer also gains Advantage on all Treat Injury checks made too their Protege.
However if something was to happen to the Field Officer such as Dying, or any of the following conditions: Cowering, Panicked, Exhausted, Sickened, Stunned, Paralyzed, Incapacitated. The Protege is seriously taken aback by this and gains double disadvantage on all Actions during combat until the situation is resolved. If the Field Officer dies, then the Protege gains a disadvantage on all actions/checks both in and out of combat for 1 week.
The Field Officer cannot quickly change Proteges. Once one is picked, at least one month must pass before another can be selected. 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 aback by this and gains disadvantage for 1d4 days in all actions, including in combat encounters.
Command Style
At 3rd level you must choose your Command Style and gain its first Class Feature.
Gain another at 7th level based on your chosen Command Style.
Battlefield Presence
At 4th level,
  • Vanguard: As a Standard Action, 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 opposing Wisdom save. If successful, they ignore the Field Officer. If they fail, the target redirects their attention to the Field Officer.
  • Rearguard: As a Simple Action, you may grant a single ally within 30ft a free 5-foot step or a +2 Dodge bonus to AC against the next attack targeting them.
Bonus Feat
At 5th level, the Field Officer gains a Bonus Feat from one of the following categories: Utility Feats or Ranged Combat.
Uncanny Survival
At 6th level, your combat instincts keep you alive under fire. Once per day, as a Simple Action, you may add half your class level to your AC for 1 round. This bonus applies to touch and flat-footed AC. At 10th level, this can be used twice per day.
Follow My Lead
At 8th level, The Field Officer can inspire others to do what he does.
  • Vanguard: Must be declared before an attack (which must then be successful) or immediately after a Critical attack, the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). If successful, each member gains an advantage when attacking the target the Field Officer just attacked for the next 1 + WIS Mod turns. Also, regardless of the target, any affected member gains max damage on their next attack.
  • Rearguard: Must be declared before performing a defensive action. An Attack Defensively action, or a Technique, Talent, or Item use that doesn't deal damage or cause negative effects on enemies. If successful all other friendly combatants gain advantage on all actions for 1 round, and +2 DR [ALL] for 1 + WIS Mod turns.
Either option can only be done once per encounter.
Tactical Master
At 10th, the Field Officer can perform two Techniques in one turn. When finished performing one Technique, regardless of success, the Field Officer gains multiple actions to choose from as a Bonus Action.
  1. Bonus Attack Action
  2. Bonus Technique Action
  3. Bonus Move Action
  4. Bonus Use Item Action
The Field Officer can only perform this once a day. At Character level 18 this goes up to 2 times per day.

The Inspirer (Charisma)

  • Focus: Morale, resilience, and broad squad buffs.*
Level 3
Encouraging Speech
As a Standard Action, you may provide a stirring shout of valor. This can affect any teammate who can see or hear the Field Officer, even over a communication device. The roll is a Charisma check DC12 + 2 for every affected person. The speech can remove effects such as Frightened, Cowering, Panicked, and Fatigued. This can be done once per combat Encounter.
Level 7
Inspiring Speech
Your words grant preternatural focus. As a Standard Action, gain provide a stirring speech or perform some otherwise inspiring action that encourages his teammates. This is a Diplomacy check DC14 + 3 for every number of affected allies (The Field Officer can choose to ignore some allies to reduce the DC). If successful, the allies get an advantage bonus on Accuracy Checks for the next 1d4 rounds. This is a Standard Action and can only be done once per combat Encounter.
This can be done outside of combat to provide an Advantage to whatever task or tasks are being performed by the Field Officers' teammates. The Field Officer can only take 10/20 if the teammates are also taking 10/20.
Level 9
Undying Valor
Your mere presence makes your allies nearly impossible to break. All allies within visual range gain an Advantage Die on all saving throws against mind-affecting effects and Fear related conditions. Additionally, your Encouraging Speech can now be performed as a Simple Action instead of a Standard Action.

The Tactician (Wisdom)

  • Focus: Precision, coordination, and action economy.*
Level 3
Coordinate Attack
As a Free Action, Field Officer points out the target they are aiming at. If you are successful, then for every other teammate, up to the Field Officer's Charisma Mod, who is also successful at a Melee or Ranged accuracy check on the target that round, they gain 1d4 of extra damage. At 8th Character Level, the damage dice is 1d6. At 12th it is 1d10 and at 16th Character level this is 1d12. This can only be done when there are more than 1 target left.
Can only be done 1 + 1 every 5 Field Officer levels per day.
Level 7
Tactical Insight
As a Standard Action the Field Officer can roll a Charisma save of DC14 + 3 for every affected member (The Field Officer can choose to ignore some allies to reduce the DC). All allies who can see or hear the Field Officer gain the benefits of their tactical insights. Each affected ally gains a one-time Bonus Action that they can perform in their "off-group" phase as a separate action. They may choose from:
  1. Bonus Attack Action
  2. Bonus Technique Action
  3. Bonus Move Action
  4. Bonus Use Item Action
Frequency: Once per day.
Level 9
Strategic Proxy
At the start of the round, before anyone's turn the Field Officer can declare they are sacrificing their turn to support another allie that is within 30ft + 5ft per WIS Mod. If that ally is in the Vanguard, they may also act in the Rearguard this round (or vice-versa). They gain a full second turn in the other group's phase, including their Simple and Standard actions. This can only be done once per encounter and 1 + every 5 levels of Field Officer per day.

Helix Warrior

Table: The Helix Warrior
Class Level Special
1st Martial Artist, Darkvision (60 ft.), Genetic Enhancement
2nd Haul, Genetic Path Choice, Light Sleeper
3rd Combat Expertise, Genetic Enhancement
4th Flurry of Blows
5th Bonus Feat, Darkvision (90 ft.), Genetic Enhancement
6th Genetic Path Upgrade, Survivor
7th Improved Reaction, Genetic Enhancement
8th Superior Conditioning
9th Strong As An Ox, Genetic Enhancement
10th Genetic Path Capstone, Darkvision (120 ft.)

Most choose not to mess with Nature too much. Science has always tittered on the fringes of what society deems acceptable. Pushing against the wall of morality is, to some scientists, their duty. Helix Warrior's are examples of those experiments scientist do that sometimes pushes too hard against that wall. Genetic Modification is one of the big Great Filters of any Civilization. People, sometimes willing, however usually not, are subjected to rigorous "scientific" experimentation. Their DNA is manipulated to purge anything deemed undesirable or a "flaw." Some call this "forced evolution." Most call it eugenics. Some Civilizations allow such practices, while most others do not. All capable Civilizations do it at some point.

Some Helix Warriors come out with no adverse side effects and use their abilities to help others or, at the very least, help themselves. Others are not as lucky. In either case, Helix Warriors manifest new abilities that make them more resilient super-soldiers, security guards, law enforcement officers, and more.

Choose the Helix Warrior if you want to be a master of physical combat, either as an unstoppable engine of destruction or a hyper-perceptive protector who guides their squad through the chaos of battle.

The fastest path into this advanced class is through the Path of Strength (Strong Hero) or the Path of Wisdom (Dedicated Hero).

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Strength OR Path of Wisdom OR Ability: Strength Score 15+ OR Ability: Wisdom Score 15+ and Strength score of 12+

Restrictions:

  1. Feats: Cannot take feats within the Ranged Combat sub-category (except for Bazooka Arm).
  2. Class: Cannot also be a Dreadnought.

Class Information:

Ability Affinity: Strength and Wisdom

Class Skills: Acrobatics (Dex), Athletics (Str), Stealth (Dex), Survival (Wis), Perception (Wis)

Helix Warrior's Class Talents


NOTE
The Helix Warrior must choose either the Titan and the Path of Strength or Oracle and the Path of Wisdom.
Genetic Enhancement
At levels 1st, 3rd, 5th, 7th, and 9th, your specialized training or mutagenic triggers unlock a new evolutionary advantage. Each time you gain this bonus, choose one of the following:
  • Helix Strain: Learn one "Trick" from the Helix Strains list. You must still meet any prerequisites for the Strain.
  • Mutation Points: You gain 2 Mutation Points (MP). These points can be spent immediately or saved to acquire mutations from the Mutations list, following standard mutation rules.
Martial Artist
At 1st level, your unarmed strikes are considered lethal. You deal unarmed damage as per the Martial Arts Combat rules, but you can, if desirable, replace the Dexterity Modifier with Wisdom when calculating Weapon Damage Die. You can add your Wisdom or Strength modifier (based on your Path) to the damage total.
Darkvision
You can see in near total darkness out to 60 feet (black-and-white only). The range improves to 90ft at 5th level and 120ft at 10th level. If your species already possesses Darkvision, increase the range by 30ft at each interval.
Haul
At 2nd level, your Strength is considered 4 points higher for the purpose of determining carrying capacity.
Light Sleeper
At 2nd level, you remain alert even while resting. Your Passive Perception is unaffected by sleep, and you may make active Perception checks while asleep without penalty.
Combat Expertise
At 3rd level, you gain one Advanced Combat Technique of your choice. You gain another at 6th and 9th level.
Flurry of Blows
At 4th level, you can unleash a rapid succession of strikes. If you use a Standard Attack Action with unarmed strikes or while dual wielding light melee weapons without having used a Simple Action this turn, you gain a second Standard Attack. If this second attack is successful, you may take an additional standard Bonus Attack Action for an off-hand attack (if applicable).
Survivor
At 6th level, your body can push through the impossible. Once per day, when rolling a saving throw, you may roll with Luck. This increases to twice per day at Character level 12 and three times at level 18.
Improved Reaction
At 7th level, you gain a +2 Misc bonus to Initiative. Additionally, you gain an Advantage Die on Dexterity saving throws if you are not currently in combat. You may add your Strength or Wisdom mod (based on your Path) to the Dexterity Saving throws both in and out of combat.
Superior Conditioning
At 8th level, you can as a Simple Action shake off adverse conditions. When affected by a duration-based condition (e.g., Stunned, Shaken, Nauseated), the duration is halved. If the duration is only 1 round, you ignore the effect entirely. This can be done 1 + 1 every 5 Helix Warrior levels per day.
Strong As An Ox
At 9th level, you ignore the Clunky attribute of any weapon provided it was given based on the weapon's weight. Your unarmed strikes damage die is calculated as if your Strength score was +2.

Genetic Path Choice

At 2nd level, you must choose the direction of your genetic enhancement.

Titan (Path of Strength)

Upon becoming a Helix Warrior Titan gain the Intimidate (Str/Cha) as a Favored Skill.

Level 2
Overwhelming Might
Your muscles are engineered for maximum output. When you use a Standard Attack Action with a melee weapon or unarmed strike, you deal additional damage equal to 1/2 your Helix Warrior level.
Level 6
Brute Force (Standard Move Enhancement)
When you perform a Standard Combat Technique Action (Charge, Tackle, or Overrun), you gain an Advantage Die on the Technique check as well as damage. If successful earn a Bonus Attack Action.
Level 10
Colossal Impact
Once per encounter, you can focus your entire physical strength into a single blow.
Action: Standard Action.
Effect: Your next melee attack this turn deals damage equal to if all die rolled for damage were maxed (this ignores exploding effects) and is considered Kinetic-Kinetic. If the attack is a Critical Hit, the target must succeed on a Constitution DC12 + Amount the AC was beaten by or be Stunned for 1d4 rounds.

Oracle (Path of Wisdom)

Upon becoming a Helix Warrior, an Oracle gains the Sense Motive (Wis) as a Favored Skill.

Level 2
Tactical Foresight
Your genetically enhanced mind processes combat data at an accelerated rate. Allies, including yourself, within 30ft + 5ft per WIS Mod gain a +1 Morale bonus to saving throws as you provide real-time tactical callouts. If the Helix Warrior chooses to Fight Defensively as a Standard Action this also provides a +1 to AC for themselves and their allies.
Level 6
Guiding Hand
As a Simple Action you can optimize the movements of your squad. One ally within 30ft +5ft per WIS Mod may immediately perform a Simple Action (e.g., Draw Weapon, 5ft step) out of turn. This does not count against their actions on their own turn. This can be done 1 + Wisdom Mod per day, but only once per encounter.
Level 10
Flawless Anticipation
Your genetically perfected reflexes allow you to read muscle twitches and eye movements, anticipating enemy strikes before they land.
Action: Free Action (Once per encounter).
Effect: For the duration of the encounter, you gain a special reaction called "Intervene". Whenever an ally within 30ft + 5ft per WIS Mod is targeted by an attack, you may use your reaction to either:
a) Move up to your speed to intercept the attack. You become the target, but you gain Damage Reduction (DR) equal to your Wisdom Modifier against this attack.
b) Move up to the enemy (if in range) and perform a Bonus Attack Action.
This response can happen even outside your Combat group.

Shield Splicer

Table: The Shield Splicer
Class Level Special Technique Usage by Level
0* 1st 2nd 3rd 4th 5th
1st Self Shielded, Sense Shield 1 - - - - -
2nd Shielded Defender/Wielder Talent(s) 2 1 - - - -
3rd Combat Training 2 1 1 - - -
4th Shielded Defender/Wielder Talent(s) 3 2 1 - - -
5th Bonus Feat 3 2 2 1 - -
6th Shielded Defender/Wielder Talent(s) 4 3 2 1 - -
7th Disrupt Shield 4 3 3 2 1 -
8th Shielded Defender/Wielder Talent(s) 5 4 3 3 1 -
9th Expert Splicer 5 4 4 3 2 1
10th Shielded Defender/Wielder Talent(s) 6 5 4 3 2 2
*Level 0 Techniques can be performed at will with the Technique Novice Feat.

The Lepidonains had a vast empire. They were second to none. Except for the Cryous. Their rivalry came to a head in The Great Warring Years. The Cryous had created a new masterful set of implants to empower their soldiers. This helped take away the Lepidona's ground troop superiority. In response, the Lepidonians developed a suit/cybernetic implant combo in hopes of outdoing their competitors. The set was the Shield Integration Suit and Cybernetic Combat Set. It was nicknamed the Shield Splicer Combat Suit, and nowadays, people who use them are called Shield Splicers.

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 criminal groups employ wearers of such suits. Since work is hard to buy if you dedicate a portion of your life to wearing a suit half, the galaxy has outlawed most Shield Splicers, who don't have a choice. And thus a stereotype was born.

To curb the lousy rapport, newer, more defensive versions of the suit were made. With the suit becoming more prevalent on the outskirts of space, many isolated locations began using them to defend themselves. Monasteries had their monks devote time to learning the art as a means of defense.

Choose the Shield Splicer if you want a character who can manipulate invisible fields of force to either protect allies defensively or crush enemies in a nearly invisible clutch of high-intensity force.

The fastest path into this advanced class is through the Path of Constitution (Tough Hero) or the Path of Wisdom (Dedicated Hero).

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Constitution OR Path: Path of Wisdom OR Ability: Constitution Score 15+ with Wis score of 12+ OR Ability: Wisdom Score 15+ with Con score of 12+

Restrictions:

  1. Class: Cannot also be an Electro-Mancer.
  2. Gear: Cannot wear Power Armor.

Class Information:

Ability Affinity: Constitution and Wisdom

Class Skills: Acrobatics (Dex), Athletics (Str), Craft [ Mechanical, Structural ] (Int), Choose Any One Knowledge (Int), Survival (Wis), Treat Injury (Wis).

Technique Ability Affinity: The Shield Splicer uses their Constitution ability to perform Techniques.

Shield Splicer's Class Talents


Self Shielded
At 1st level, you can imbue yourself with a barrier that provides temporary health. You gain Temporary HP equal to your Shield Splicer level + (2 * Wisdom Modifier). This lasts for 1 hour + 30 Minutes per Wisdom Modifier.
Requires a Standard Action to activate. Can be used once per combat encounter.
Sense Shield
At 1st level, you are uniquely attuned to the resonance of energy fields. You gain an Advantage Die on Passive Perception and active Perception checks for detecting any shielded object, cloaked unit, or force field within 60ft. When applying Advantage to Passive Perception, take 1/2 of the total possible roll value, rounding down.
Shield Splicer Path Talent
At 2nd level, the Shield Splicer must choose between the Shield Wielder (Constitution) or Shield Defender (Wisdom) paths. Once chosen, they earn their first Path Talent. They earn more at all even levels, 4th, 6th, 8th, and lastly 10th.
Combat Training
At 3rd level, you gain a bonus feat from anything with the Tactical Feat category, representing your focus before mastering shield manipulation.
Bonus Feat
At 5th level, gain a free Bonus Feat from the Utility or Techniques categories.
Disrupt Shield
At 7th level, you can target an external force field with a mental spike of energy.
Action: Standard Action.
Range: 60ft + 5ft per Constitution Modifier.
Effect: Roll a Constitution check DC 15. You deal damage directly to an enemy's Power Armor, Force Field, or shield system. Following the Item Damage rules. The Item/Object gains a Battle Scare for every 2 points the DC is beaten.
Fatigue: If you use this ability, you must succeed an opposing Constitution save DC15 + Battle Scare Damage dealt become Fatigued. You cannot perform this action while already Fatigued or Exhausted.
Expert Splicer
At 9th level, your constant exposure to force fields has made you more resilient. You gain a permanent +1 bonus to AC.

Shield Splicer Path Choices

Path of the Shield Wielder (Constitution)

Focus: Kinetic Force, Ranged Damage, and Physical Disruption.

Level 2
Shield Attack
You mold a force field into a small concentrated sphere to cause damage at range. This is a Standard Attack Action (Ranged, 100ft).
Damage: 1d6 + Constitution Modifier (Kinetic-Kinetic).
You use Dexterity to aim, but Constitution Modifier for the damage bonus. This attack counts as using a "Natural Ranged Weapon" for proficiency bonuses, extra damage, off-handed weapon, and Bonus Actions.
Level 4
Kinetic Shunt
You learn to add a powerful shove to your kinetic strikes. When you land a successful melee or ranged attack, you gain the choice of a Bonus Action to shunt the target. The target must succeed on a Strength save DC15 + Conn Mod or be pushed 10ft away from you. If the target is unable to move, ie a wall behind them, then take 1d4 damage instead.
Level 6
Focused Shield Attack
Your kinetic spheres become more stable. Range increases to 150ft + 10ft per Constitution Modifier. and damage increases to 1d8 + Constitution Modifier (AP 2). Additionally, you do not take Disadvantage when making a Shield Attack against an enemy within your melee threat range.
Level 8
Energy Redirection
Your shields can "catch" and return hostile energy.
Trigger: While a shield controlled by you, through Talents or Techniques, is hit with damage that deals Kinetic, Electric, or Thermal damage. You can sacrifice a Simple/Bonus Action on your next turn to attempt to absorb some of the damage.
Effect: Roll a Constitution check against the attacker's accuracy. If you win, you take half damage and gain bonus damage that can be applied to any Shield based damage dealing Technique, or to the Character's Shield Attack, or on a Melee Weapon that the Character is actively holding. This bonus damage adds +1d6 + (1 per every 4 points of damage you take) damage of the type you just absorbed.
Level 10
Master Shield Wielder
Your kinetic strike reaches its ultimate form. Range increases to 200ft + 20ft per Constitution Modifier, damage increases to 1d10 + Constitution Modifier (AP 4), and the Player can choose between Critical Range increase +1 or x3 Critical Multiplier.
Additionally, once per day, you may choose too "Expand" a Technique (doubling its range or duration).

Path of the Shield Defender (Wisdom)

Focus: Ally Protection, Damage Absorption, and Battlefield Control.

Level 2
Selfless Shield
You can manifest your barriers around others. You can use your Self Shielded feature on an ally within 30ft + 5ft per Wisdom Mod as a Standard Action. This however only lasts during combat. It can be used once per combat and doens't count against the Self Shield use.
Level 4
Substitution
You can weave your own vitality into an ally's defense. When an adjacent ally or an ally under your Selfless Shield is hit, you may choose to absorb half of the damage result onto yourself. When this is done you loose your next turns Simple Action. Your Constitution Mod acts as DR for this specific instance of damage, but no other DR (from armor or items) applies.
Level 6
Improved Force Wall
You have mastered the construction of static barriers. You haven't chosen to learn Force Wall; you automatically learn it, even if at the max allowed. You can perform the Force Wall technique as a Simple Action. If you perform it as a Standard Action, the wall's height and length are doubled, and it gains +2 DR. At Shield Splicer level 8 DR goes to +4 and duration is 1d6 + 2 turns.
Level 8
Tactical Phasing
You can briefly "phase" an ally's shield to help them reposition.
Action: Simple Action.
Effect: One ally within range gains partial concealment (enemies take a Disadvantage Die to hit them) for 1 round. While phased, the ally's movement does not trigger Tactical Opportunities.
Level 10
Healing Chamber
You warp a protective, airtight shield around a target (Range: Touch) that is flooded with concentrated healing gas. You can target yourself or choose to envelop both yourself and the adjacent target to split the healing bonus.
Action: Standard Action.
Effect: For 1d4 rounds, the target is immune to toxins and gains Regeneration (recovering HP equal to their Hit Die + your Wisdom Modifier at the Counter Phase of combat). This consumes a Medical Kit or a concentrated Healing Concoction. If you choose to share this bubble with the target, then each rolls for the total healing but halves the total, rounding up.

d up.

Space Marine

Table: The Space Marine
Class
Level
Special
1st Military School (Boot Camp), Iron Gut
2nd Military Training Course, Joint Operations
3rd Combat Expert
4th Military School (Advanced Training), Military Training Course
5th Advanced Tactics
6th Military Training Course
7th Special Focus Training
8th Military Training Course, Military School (Elite Training)
9th Veteran’s Grit
10th Military Training Course, Void Legionnaire

These rough, tough, and unsavory lot of people are the military's finest. They serve as the backbone to any Empire, Corporation, or Religious institution's firm outstretched hand. They are not just required when waging war in space but also for keeping the peace and ensuring stability. Many Space Marine groups are mercenary organizations that take advantage of the vastness of space by providing their services where an otherwise outstretched army cannot effectively hold. Others are loyal only to one faction and serve them relentlessly.

No matter who they serve, Space Marines are talented at all things combat in space. Whether in spaceship battles, 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, it's certainly gonna get messy, but Marines wouldn't have it any other way.

Play a Space Marine if you want a Character that all-around excels at and focuses solely on combat.

The fastest path to the Space Marine is through the Path of Dexterity (Fast Hero) or Path of Strength (Strong Hero).

Requirements: To qualify to become a Space Marine, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Dexterity OR Path of Strength OR Ability: Dexterity Score 15+ OR Ability: Strength Score 15+

Restrictions:

  1. None.

Class Information: Ability Affinity: Dexterity and Strength Class Skills: Acrobatics (Dex), Athletics (Str), Intimidate (Cha/Str), Pilot (Dex), Perception (Wis), Stealth (Dex), Survival (Wis).

Space Marine's Class Talents


Military School
At 1st, 4th, and 8th level, the Space Marine can pick a Bonus Feat from the whole Tactical category.
Iron Gut
At 1st level, the Space Marine gets the Zero-G Training feat for free.
Joint Operations
At 2nd level, the Space Marine excels at squad-based fire. If the Space Marine attacks a target that at least one other teammate in the same Combat Group (i.e., Vanguard or Rearguard) is also attacking, the Space Marine gains an Advantage Die on their accuracy check.
Military Training Courses
Starting at 2nd level and every even level thereafter (4th, 6th, 8th, 10th), the Space Marine can select a specialized course of study from their time in the academy or the field. You cannot select the same course more than once unless specified.
- Suppressing Fire
Regardless of whether the ranged weapon supports the feature, the Space Marine can use it to perform the Suppressing Fire mode. Enemies suppressed this way take an additional -2 penalty to accuracy.
- Closing the Gap
The Space Marine can use their Strength and Stamina to make a strategic dash. Once per encounter, as a Simple Action, move 10ft per Strength Mod. This movement does not trigger Tactical Opportunities.
- Debilitating Shot
Once per combat, perform a ranged attack that wounds the target’s mobility, inflicting the Entangled condition. The target can roll a Constitution check (DC 15 + Space Marine’s Dex Mod) to ignore the effect.
- Taking the Initiative
If the Space Marine scores a critical hit, gain an immediate second attack that acts like a Bonus Attack action. This second attack doesn't take the place of any Simple Action or other Bonus Actions that can be earned.
- Prey
As a Standard Action, you can 'mark' a target. You gain an additional +1d6 damage on all successful attacks against the marked target. At 10th class level, this increases to +2d6. Only one target can be marked at a time. The Mark is lost if the target loses visibility, is under concealment or stealth, etc. This can be taken again to change the action to a Simple Action instead of a Standard.
- Against All Odds
While flanked or surrounded by 2 or more enemies, the Space Marine gains an Advantage on Attacks and deals +1d6 bonus damage per enemy flanking them, max 4d6.
- Breach and Clear
When moving through a doorway or around a corner into a room with enemies, the Space Marine gains a +4 bonus to AC until the start of their next turn. Also, Standard Move Actions now not only grant a Bonus Move Action but a Bonus Attack Action as an option.
- G-Force Conditioning
You are immune to the Sickened condition and gain an Advantage on saving throws against being Stunned or Dazed.
- Phalanx Doctrine
While adjacent to an ally or utilizing cover, you gain a +1 bonus to AC. Additionally, any adjacent ally gains a +1 morale bonus to their AC as you help coordinate their positioning.
- Sidearm Specialist
You do not take the usual Disadvantage when using a Light ranged weapon (like a pistol) while in an enemy's melee threat range. Additionally, you gain Advantage on damage with Light weapons when attacking a target within 15ft.
- Combat Demolitions
You gain the Feat/Skill Demolitions and the Feat Bazooka Arm. If you take this training a second time then gain the ability to pull a Geranade from a quick slot as a Free Action.
Combat Expert
At 3rd level, the Space Marine can learn an Advanced Combat Technique as if they took the Advanced Combat Techniques Feat.
Advanced Tactics
At 5th level, the Space Marine’s understanding of the battlefield deepens. They can choose to perform a Simple or Bonus action in a different Combat Group. If they are already in the Rearguard, then they can choose to take their Simple/Bonus Action in the next round's Vanguard.
Special Focus Training
At 7th level, the Space Marine picks one category to master: Heavy Melee Weapon Training, Heavy Ranged Weapon Training, or Heavy Armor Training. If one of these Feats is already trained and the Player doesn't wish for other types of training, then they can take the Training Expert feat.
Veteran’s Grit
At 9th level, the Space Marine can "shake off" a condition (such as Shaken, Fatigued, or Frightened) as a Simple Action once per encounter.
Void Legionnaire
At 10th level, choose your legacy:
- Legion Bulwark
Gain +3 DR (Kinetic) damage and you can no longer be knocked prone or moved against your will by any creature your size or smaller.
- Legion Sharpshooter
Your ranged attacks ignore the first 5 points of DR and your critical range increases by 1 (e.g., 20 becomes 19-20). Max 17-20.
- Legion Commander
All allies within 30ft of you gain a +2 morale bonus to accuracy and saving throws as long as you are conscious and not incapacitated. They also gain an additional +1 to accuracy if targeting an Enemy that has been "Marked" with the Prey ability.

Starfighter

Table: The Starfighter
Class Level Special
1st Pilot Training, Reckless Behavior
2nd Starfighter’s Discipline (Choice), Sharp Reflexes
3rd Evasive Footwork, Do a barrel roll!, Target Lock
4th Scramble, Bonus Feat
5th To the max!, Hangar Talk
6th Wingman (Choice), Pilot’s Awareness
7th Intimidating Reputation, In-Flight Improvisation
8th Bonus Feat, Keep it together, Shake, Rattle, And Roll
9th Cool Under Pressure, Vector Thrust
10th Master of the Skies (Capstone Choice)

The job of a fighter pilot is a tough and dangerous one. Years of intense training never genuinely prepare a Starfighter for their first combat experience. Spewed from a mother ship in a blur, they see in an instant a massive onslaught of thousands of other little ships so small they are barely visible against the canvas of stars. Most do not survive this first chaotic experience. But for those who do, they become the elite—the few who can dance between debris and weapon fire with a smirk.

Whether they are flying for a military, a corporation, or their own survival, Starfighters are defined by their reflexes and their ability to stay calm when everything around them is moving at thousands of kilometers per hour. These skills translate naturally to the ground, where the Starfighter treats the battlefield like a low-altitude dogfight, using momentum, positioning, and pure nerve to outmaneuver any opponent.

Choose the Starfighter if you want your character to be a high-mobility "Interceptor" who excels in the cockpit, dominates ground movement, and has the grit to navigate the roughest spaceports in the galaxy.

The fastest path into this advanced class is through the Path of Dexterity (Fast Hero), though other paths are certainly possible.

Requirements: To qualify to become a Starfighter, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Dexterity OR Ability: Dexterity Score 15+ OR Ability: Charisma Score 15+ and Dexterity score of 12+

Restrictions:

  1. None.

Class Information: Ability Affinity: Dexterity and Charisma Class Skills: Acrobatics (Dex), Bluff (Cha/Int), Pilot (Dex), Perception (Wis), Survival (Wis).

Starfighter's Class Talents


Pilot Training
Starting at Starfighter 1st level, a Starfighter automatically gains the Spaceship Helm Officer and Guide feats. The Starfighter has an advantage when piloting any ship.
Reckless Behavior
At 1st level, the Starfighter's "jump the gun" mentality allows them to act when others are still assessing the threat. At the start of combat, the Starfighter can roll an Initiative check against a DC15 + Enemies' Initiative Score. If successful, they may perform a single Standard Action as a Surprise round just for the Starfighter. Doing so gives them a -2 AC penalty for the first round of combat as they overextend.
Starfighter’s Discipline (Level 2 Choice)
At 2nd level, choose your primary operational focus:
A) The Ace
You are a master in the cockpit. You gain an Advantage on accuracy checks with ship-mounted weapons and on saving throws to avoid Battle Damage. You can perform the "Shake, Rattle, and Roll" feature (Level 4) twice as often.
B) The Interceptor
You treat ground combat like a dogfight. You gain a +5ft bonus to base speed and an Advantage on opposing Initiative checks. When moving through an enemy's square using Acrobatics, the DC is reduced by 5. Gain Advantage on the Combat Technique Overrun.
C) The Scoundrel
You know the ins and outs of every spaceport. You gain an Advantage on Bluff and Stealth checks, when in a Spaceport, or on a Spaceship. You can use your Pilot skill in place of Diplomacy or Intimidate when dealing with spacers, mechanics, or ship merchants.
Sharp Reflexes
At 2nd level, a Starfighter applies his elite reflexes to any vehicle he pilots, gaining an Advantage on all checks and saves made aboard. On the ground, you take no damage when successfully making a Dexterity saving throw to reduce damage from an area effect.
Evasive Footwork
At 3rd level, your momentum is your armor. As long as you have moved at least 15ft on your turn, enemies take a Disadvantage on all accuracy checks against you until the start of your next turn. Do not gain Tactical Opportunity from moving out of an enemies melee threat range.
Do a barrel roll!
At 3rd level, as a Standard Action while piloting, the ship gains a +4 bonus to AC until your next turn. On the ground, you can use this as a Simple Action after a move to gain a +2 Dodge bonus to AC for 1 round.
Target Lock
At 3rd level, you can "lock on" to a target as a Simple Action. You gain an Advantage on all accuracy checks against that target. This lock lasts as long as you maintain line of sight. You can only have one target locked at a time.
Scramble
At 4th level, the Starfighter can choose to act in the Vanguard phase even if they are in the Rearguard, or vice versa, by spending a Simple Action to "Scramble." This can be done a number of times per day equal to the Starfighter's Dexterity Mod.
Bonus Feat
At 4th and 8th levels, the Starfighter can gain a Bonus Feat from the following categories: Utility, Space Ship Operations, Ranged Combat, Two-Weapon Fighting
To the max!
At 5th level, you can push engines or your own body beyond safe limits.
Ship
Increase tactical speed by +500ft per Engine Mod for 1 minute.
Ground
Increase base speed by +10ft per Dex Mod for 2 rounds.
Both uses require a 1-hour "cool down" period afterward.
Hangar Talk
Also at 5th level, your reputation precedes you. You gain an Advantage on Sense Motive, Diplomacy and Intimidate checks within spaceports, military installations or on other pilots or spacers. You can procure "restricted" ship parts or fuel as if it had one less Procure Difficulty.
Wingman (Level 6 Choice)
At 6th level, you learn to support your flight lead (or squad mates):
A) Covering Fire
When a Starfighter gains a Bonus Action from a Standard Move/Attack Action they can choose a Bonus Covering Fire Action. This Action can be stashed until the Starfighter's next turn. The Starfighter can use this Bonus Action out of turn if another ally is attacked; then the Starfighter can choose to use their Bonus Covering Fire Action on the attacker. As long as the Attack Accuracy Check isn't a Critical Failure, the target gains Disadvantage on their accuracy check against the ally. If it is a hit treat all hits as a Minor Hit.
B) Tactical Lead
You can spend a Bonus Action to grant an ally in your group (Vanguard/Rearguard) an Advantage Die on their next accuracy check or skill roll. When a Starfighter's ally goes at the same time for their Standard Action in the same turn phase, IE (Vanguard/Rearguard) and they fail, instead of automatically taking that failure if the Starfighter gains a Bonus Action that turn they can sacrifice it to give an Advantage to the ally. Out of combat this acts like an automatic successful aid of another player's Skill check or Ability check/saving throw.
Pilot's Awareness
At 6th level, you gain a +2 Misc bonus to Perception and Passive Perception as well as to Sense Motive and Bluff checks.
When a Starfighter is in the Helm's Ship Position, that ship gets to add +2 to its Passive Sensors.
Intimidating Reputation
At 7th level, your name carries weight. You get a +2 Misc bonus to Intimidate checks. When piloting a crewed ship, you can add your Dexterity modifier to the ship's Intimidate checks.
In-Flight Improvisation
Also at 7th level, you can use your Pilot skill in place of Computer Use or Disable Device when attempting to hotwire vehicles, bypass security on hangar doors, or repair flight systems in the field.
Keep It Together
At 8th level, you can keep a dying ship or your own body functional through pure willpower. You can operate a spaceship at maximum Battle Damage for Dexterity/Charisma (Whichever is higher) Mod rounds before it explodes. On the ground, you can delay the effects of the Stunned or Dazed conditions for 1 round.
Shake, Rattle, And Roll
At 8th level, a Starfighter learns how to 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 for this to 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 combat.
Vector Thrust
At 9th level, you master the art of tactical repositioning. You can switch between the Vanguard and Rearguard phases as a **Free Action** at the start of any round. Additionally, your movement no longer triggers Tactical Opportunities from enemies you have attacked this turn.
Master of the Skies (Level 10 Capstone)
At 10th level, your training is complete:
A) Ghost in the Machine (The Ace)
Once per day, you and your ship become "untargetable" by electronic sensors for 1 minute. All attacks against you have a 50% miss chance, and you gain an Advantage on all attacks.
B) Momentum Strike (The Interceptor)
Once per encounter, after moving at least 30ft, your next attack deals maximum damage and adds your total distance moved to the damage result.
C) Slipstream (The Scoundrel)
You can move through solid objects and enemy spaces as if they weren't there for 1 round. This movement does not trigger Tactical Opportunities, and you end the move with a "Phantom Strike" that automatically threatens a Critical Hit.

Swindler

Table: The Swindler
Class Level Special
1st Cheat Fate, Sneak Attack +1d4
2nd Swindler’s Calling (Choice)
3rd Fortune's Favor, Escape Artist
4th Luck Perk (Choice)
5th Bonus Feats
6th Warp Probability
7th Infiltration Style (Choice)
8th Twist Fate (Choice), Luck Perk+
9th One Last Trick
10th The Big Score (Capstone Choice)

Ever meet someone where life always seems to go their way? The Swindler doesn't just rely on skill—they rely on Luck. Whether it is through an ancient technological artifact, a unique psionic resonance, or simply being at the right place at the right time, Swindlers have learned to throw themselves into "The Gamble," cheating fate to win big.

Choose the Swindler if you want a character who manipulates probability, excels at stealth and deception, and thrives on high-risk, high-reward scenarios.

The fastest path into this advanced class is through the Path of Charisma (Charismatic Hero), though other paths are possible.

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Charisma OR Ability: Charisma Score 15+ OR Ability: Dexterity Score 15+ and Charisma score of 12+

Restrictions:

  1. Class: A Swindler Character cannot first be a Dimension Knight.
  2. Class: A Swindler cannot also be a Tracer.

Class Information: Ability Affinity: Charisma and Dexterity Class Skills: Bluff (Cha/Int), Diplomacy (Cha/Wis), Disguise (Cha), Choose One Knowledge (Int), Perception (Wis), Stealth (Dex), Sleight of Hand (Dex). Feat Bonuses: Deceptive

Swindler's Class Talents


Cheat Fate
At Swindler 1st level, fortune favors the bold. Once per day, you may re-roll one roll you have just made before the result is announced. You must take the result of the re-roll. At 8th level, this can be used twice per day.
Sneak Attack
At 1st level, you deal extra 1d4 points of damage on successful melee or light ranged weapon attacks against an unaware or flanked opponent. This can only be done once per round. This extra damage increases to +2d4 at 4th level, +3d4 at 7th level, and +4d4 at 10th level.
Swindler’s Calling (Level 2 Choice)
At 2nd level, choose your primary method of operation:
A) The Gambler
You live for the rush. You can spend a Simple Action to "Raise the Stakes" on your next attack. Gain another Advantage Die and add it to your accuracy. However, if the attack misses, you are Flat-Footed until the start of your next turn.
B) The Phantom
You are a master of infiltration. You gain an Advantage on Acrobatics and Stealth checks. You no longer suffer penalties for moving at full speed while in stealth.
C) A Thousand Faces
You gain the Thousand Faces ability, allowing you to don a convincing disguise in 1d4 minutes, or a quick and dirty disguise in 9 seconds or 3 rounds even while in combat taking up Simple Actions for 3 rounds. The Swindler also gets advantage bonus on 7th level. In combat, you gain Advantage when performing Feint.
Fortune's Favor
At 3rd level, your luck extends to your pockets. You gain an Advantage on Profession checks, Diplomacy checks for selling items, and any checks made to Gamble or make Investments. When scavenging for parts or crafting materials, you also gain an Advantage.
Escape Artist
Also at 3rd level, you gain the Feat Base Skill called Escape Artist. Gain advantage whenever attempting to escape confinement, such as ropes, chains, a force field, or a jail, provided you are not in combat. This talent is born from a long history of "hearing" about others' narrow escapes—though surely you have never been caught yourself.
Luck Perk (Level 4 Choice)
At 4th level, choose how your luck manifests:
A) Lucky Strike
Choose either +1 to the critical range of your weapons (max 17-20) or +1 to your weapon's critical multiplier (max x5).
Critical Chance Increase
Once per combat, they can benefit from a +1 to the critical range of their weapons. A weapon's critical range cannot go above 17-20 with this ability. The Swindler benefits from +1 critical range on every attack in a round of combat until he or she does a Critical.
Critical Damage Increase
Once per combat, if the Swindler performs 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 combat, the Swindler does a critical unless the Swindler chooses to ignore the bonus. This cannot make a critical multiplier go higher than 5x.
B) Loaded Dice
Once per day, you can declare a roll to be "Rigged." Treat any natural roll of 1–5 on the d20 as a 10. At 10th level, the Swindler can do this twice a day. If the Swindler chooses, they can do this more than their level allows, but each time they do, they become Fatigued. If they are already Winded, Fatigued, or Exhausted, then they cannot do this.
C) Second Chance
When you use `Cheat Fate`, any Advantage Die that is re-rolled is treated as Lucky. If it was a disadvantage, take the lower of the two numbers to subtract. The Swindler can now Cheat Fate twice per day, and at 8th level, this can be used 3 times per day.
Bonus Feats
At 5th level, gain a free Bonus Feat from: Utility Feats, Two-Weapon Fighting, or Melee Weapon Combat.
Warp Probability
At 6th level, you can affect another target's roll within 45ft (+5ft per Cha Mod). This requires a Standard Action, and this can be done both on the Swindler's turn or out. They forfeit their next turn's Standard Action if done out of Phase. IE: If the Swindler is in the Vanguard, they can perform this action in the Rearguard even if they already acted, but next turn they lose the Standard Action. If targeting an enemy combatant, the Swindler must first declare their intent before the GM declares the result of the target's action. Roll your Advantage Die twice and either add or subtract the result from the target's d20 roll. This can be used a number of times equal to your Charisma Mod per day.
If out of combat, the Swindler can use this to adjust the check or saving throw of a target.
Infiltration Style (Level 7 Choice)
At 7th level, you refine your movement:
A) Timely Stride
You gain +10ft of base speed and can no longer be caught Flat-Footed during a surprise round.
B) Slip the Cuffs
You can move through an enemy's square without triggering a Tactical Opportunity. If you end your move adjacent to an ally, you can swap places with them as a Free Action.
C) Hidden in Plain Sight
(Requires A Thousand Faces) You can use the Stealth skill even while being observed, provided you are within 10ft of a crowd or cover. Your "Quick and Dirty" disguise now takes only 1 round (3 seconds).
Twist Fate (Level 8 Choice)
At 8th level, you learn to manipulate the luck of everyone around you. Choose one of the following:
A) Stolen Luck
Once per day, when an enemy within 60ft rolls a natural 20 on an accuracy check or saving throw, you can "steal" it. Their roll becomes a natural 1 instead. You store that natural 20 and can use it to replace any d20 roll you or an ally makes within the next hour.
B) Probability Ripple
As a Standard Action, you emit a 20ft field of chaotic probability for 1 minute. All allies within the field gain Luck, and all enemies are Unlucky. This can be used once per day.
Luck Perk+
Also at 8th level, you can either pick a second choice from the Luck Perk list or upgrade your existing choice:
Lucky Strike+
Gain the other benefit (Critical Range or Critical Multiplier) that you did not pick at level 4.
Loaded Dice+
You can now use Loaded Dice to treat any natural d20 roll of 1-10 as a 12.
Second Chance+
When you use `Cheat Fate`, you may now treat the d20 as a Lucky roll ie: roll twice and take the better result.
One Last Trick
At 9th level, if you are at or below 10% health (round down) , you can teleport up to 120ft (+10ft per Cha Mod) as a Standard Action (or as a response out of turn, forfeiting your next round). As a free action the Player can roll Stealth. This concludes your turn.
The Big Score (Level 10 Choice)
At 10th level, you achieve ultimate mastery:
A) Double or Nothing (The Gambler)
You are the master of the high-stakes play. When you succeed on an accuracy check or skill check, you can choose to "Double the Bet" by rolling again. If you succeed a second time, the effect is tripled (triple damage, or automatic success on the next related task). However, if the second roll is a failure, the original action fails, you take damage equal to half what you would have dealt (or fail the task spectacularly), and you are Stunned for 1 round.
B) Ghost Walk (The Phantom)
You can step between the folds of reality. As a Standard Action, you become partially ethereal for 1 minute. During this time, you can move through solid matter (up to 10ft thick) and gain a +4 bonus to AC as attacks pass through your shifting form. You can end this effect early as a Free Action to make a "Phantom Strike," which deals maximum damage and counts as a Sneak Attack even if the target is not flanked or unaware. This ability can be used once per day.
C) Grand Delusion (A Thousand Faces)
You can weave lies so potent they warp reality for those who hear them.
In Combat: Spend a Standard Action to perform a "Massive Con." All enemies within 30ft must make a Wisdom Save (DC 15 + Cha Mod) or become Confused for 1d4 rounds.
Out of Combat: You can perfectly impersonate any individual you have observed for at least 1 minute, including their voice, mannerisms, and biometric patterns. Additionally, you can "Gaslight" an NPC by talking to them for 5 minutes (DC 20 Diplomacy/Bluff). If successful, they will believe a single logical falsehood you present as absolute truth for 24 hours, regardless of prior knowledge.

Technosavant

Table: The Technosavant
Class Level Core Features Path Feature (Cybernaut or Robotic Savant)
1st Technocant Path Choice, Initial Path Feature
2nd Tech Hoarder -
3rd - Path Feature
4th Technophile -
5th Bonus Feat Path Feature
6th Robotic Vulnerability -
7th Virtual Houdini Path Feature
8th Build Prototype -
9th Machine Intuition -
10th Greater Vulnerability Path Feature

The teacher walked up to April's desk with a worried expression on his face. He looked at the tablet in his hands. It was April's homework and last test scores. A large red square at the top right corner blinking with a white F centered within it. "Uhrm... Miss April a moment of your time." The teacher said with a pause hoping to get April's attention. He failed. April's eyes were fixed on the workbench before her. A small spattering of electronics mixed with wires, duck tape, 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. "UH HRM! Miss April a moment PLEASE!" The teacher said this time with resolve in his voice.

"Huh?" shocked out of a trance she looks up at the teacher eying the tablet in his hand.

The teach satisfied that the response was enough. "Your grades have been falling more and more recently. You seem ever engaged at school. Dare I say too engaged. But if you don't do your homework you will fail. And failing will not get you success. You have a chance here, and this is one of the most prestigious schools in this sector of space for Engineering." He finished the sentence with his nose a little higher in the air.

"Ok... whatever. I don't care much to be an Engineer anyway. My interest is in robotics." April replied instantly.

"Bu... wh... Robotics is a part of Engineer! My dear, you must have other interest besides electronics?" The teacher stammered

"No... just robotics. The software that runs them, the interfaces, the automated systems, the servos, the levers, if it isn't a robot, I don't care much to learn about it." And with that, she went back to her work.

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.

Technosavants find more kinship with electronics, computers, robots and the like 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 their aptitude to solve everyday problems Technosavants are found mainly 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.

Player's who want a Character that can master robotics, cybernetics, and alien technology as well as put it to good use in the field.

The fastest path into this advanced class is through the Path of Intelligence(Smart Hero), though other paths are possible.

Requirements: To qualify to become a Technosavant, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Intelligence OR Ability: Intelligence Score 15+ OR Ability: Wisdom Score 15+ and Intelligence score of 12+

Restrictions:

  1. Class: The Technosavant cannot also be a Xenophile Character Class.
  2. Affinity: The Technosavant cannot apply their affinity die to Charisma based checks/saves even if another Class allows it.

Class Information:

Ability Affinity: Intelligence and Wisdom

Class Skills: The Technosavant’s class skills are as follows: Computer Use (Int), Craft both [ Electronic, Mechanical ](Int), Disable Device (Int), Choose Any Two Knowledge (Int), Study (Int).

Feat Bonuses: Computer Wiz or Jerry Rigging. (Player chooses at level 1 Technosavant)

Technosavant's Class Talents


Cybernaut or Robotic Savant
At Technosavant's first level the Player must choose between being a Technosavant Cybernaut or a Technosavant Robotic Savant. This choice determines your specialized Path Features.
  • Cybernaut: Focuses on improving themselves by becoming more digital and robotic, mastering the art of the Cyborg.
  • Robotic Savant: Focuses on making and controlling robots, adventuring alongside their own MARS creations.
Technocant
Starting at Technosavant 1st level, a Technosavant learns to read, write, and speak a jargon-riddled dialect called Technocant. You gain the Language Technocant for free at Rank 1. Additionally, you can speak and decipher machine logs. As a Simple Action, you can "ping" any electronic system within 30ft +5ft per Wisdom Mod to identify hidden cameras, sensors, or data ports. This grants an Advantage Die on your next Computer Use or Disable Device check against that system.
Tech Hoarder
At 2nd level, you gain the Salvage feat. Furthermore, you can scavenge spare parts from a disabled machine or robot in 1 round (Standard Action). This grants you "Scrap Units." You can spend a Scrap Unit as a Free Action to grant yourself an Advantage Die on any Craft or Repair check made in the field.
Technophile
At 4th level, identifying unfamiliar technology or alien artifacts is a Simple Action for you. If you successfully identify an enemy's active gear (Power Armor, Shields, or Robots) during combat, you can relay its "Critical Fault" to your allies. All allies in your combat group (Vanguard or Rearguard) gain an Advantage Die on their next attack against that target.
Bonus Feat
At 5th level, the Technosavant can choose from the following feat categories: Utility Feats or Proficiency Tree.
Robotic Vulnerability
At 6th level, you know exactly where to strike a machine's servos. When attacking a robot or cyborg, your Extra Damage threshold is reduced by 1. Additionally, you deal +1d6 points of damage against robots by targeting slight weaknesses in their design or armor. You also gain an advantage bonus on grapple checks against robots, enabling you to deactivate them more efficiently using the Disable Device skill.
Virtual Houdini
At 7th level, you can perform small wonders with a computer. You can "Hack" an enemy electronic device (weapon, armor, or robot) within 30ft + 5ft per Int Mod as a Standard Action. Roll an Intelligence check (DC 15 + Tech Level). On a success, you force a "Glitch": a weapon jams, power armor locks (reducing speed to 0), or a robot loses its next Standard Action. You also gain a +1 misc bonus to Computer Use.
Build Prototype
At 8th level, you can "Field-Rig" a one-use gadget from the General Equipment list (Tech Level 2 or lower) in 1 minute using scrap parts. This gadget functions perfectly for one encounter before falling apart. Additionally, you can repair and craft Mechanic or Electrical items of any Tech Level, though the Craft check DCs for any item above your current Tech Level is increased by +5 per tech level.
Machine Intuition
At 9th level, your technical mastery reaches its peak. Your Advantage Die level for all Computer Use, Disable Device, and Craft checks increases by 2 (max Level 20).
In combat, when attacking a machine target (robot, cyborg, or mechanical structure), your Advantage Die level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier which is higher.
Synergy: This bonus applies to attacks made by your integrated cybernetic weapons or your MARS companions.
Greater Vulnerability
At 10th level, your strikes bypass machine resilience. You ignore the first 1 + (Wis or Int mod, whichever is higher) points of Damage Reduction (DR) on any robot or cyborg. Additionally, you now gain +2d6 whenever attacking a Robotic system and double advantage to grapple checks. If you successfully grapple a robot, you can choose to "Hard-Shutdown" the unit as a Simple Action, disabling it instantly.

Cybernaut Path Features

Level 1
Framework Integration
You gain the Cyborg Novice feat and must pick a flaw as per the Cybernetics rules. You receive a Tech 2 Framework with default power and slots. You can perform surgery on yourself to install or repair your own implants with a successful Intelligence check (DC 15). This doesn't include the initial installation of the Framework, that still requires someone qualified to perform Surgery on the Technosavant.
Level 3
Cybermancer
Your mastery of cybernetic construction allows you to work with extreme efficiency. Build and repair time for cybernetic attachments is halved. You gain +1 Power to your Framework. And choose one implant to take up 1 less Slot (minimum 1)
Level 5
Bio-Digital Sync
You gain the Cyborg Enthusiast feat. (Detractors still apply) If already acquired gain the next feat Cyborg Competent. Cost and Time of Crafting work for Cybernetic is reduced by 25%.
Level 7
Neuro-Interface
Your neural pathways are optimized for high-speed combat data. You can use your Intelligence or Wisdom (Player must make a choice at level 7) modifier in place of Dexterity for Armor Class and Dexterity-based saving throws while in combat.
Level 9
Bio-Digital Sync Plus
You gain the Cyborg Competent feat. (Detractors still apply) If already acquired gain the next feat Cyborg Expert. Can now uptech Cybernetic implants (not Framework) by 1 Tech Level (max 4) regardless of requirements.
Level 10
Machine Perfection
You have achieved a perfect union of flesh and steel. You no longer suffer the Electrical Weakness common to cyborgs. Once per encounter, you can ignore the penalty of one of your Detractors for a number of rounds equal to 1 + your Intelligence or Wisdom modifier (whichever is higher).

Robotic Savant Path Features

Level 1
Robotic Friend
Gain the Feat Companionship. However, this feat applies to the Character level and only for other companions. At level 1 Robotic Savant you gain access to a Multi-purpose Adventuring Robot System or MARS as a companion. This robotic companion advances directly with the level of the Character. Rules for customization are on the Hero Companions page. A Technosavant can only link with one MARS companion at a time.
Level 3
Robomancer
Build and repair time for robots and robotic components is halved. The material costs are reduced by 25%. You can repair your Robot in combat as a Standard Action. Follow the Treat Injury skill check rules for repairing/restoring HP to the robotic companion, but use Craft Mechanics or Craft Electrical skill instead of Treat Injury.
Level 5
Technique Integration
You can integrate one "Utility" gadget at your current Tech Level or lower into your MARS companion. The MARS can activate this device as a Simple Action.
Level 7
Advanced MARS Surgeon
Your specialized knowledge allows you to perform combat repairs on any robot or vehicle with Advantage. Additionally, your MARS gains a +2 AC bonus while within 30ft + 5ft per Int or Wis Mod of you as you remotely optimize its defensive subroutines.
Level 10
Robotic Synergy
You and your MARS work well as a team. Either the Technosavant or the MARS companion can act in a different combat group thus splitting the actions of the two. IE: The MARS companion can act in the Vanguard while the Technosavant acts in the Rearguard.

Tracer

Table: The Tracer
Class Level Special
1st Master Tracker,
Tracers Mark +1d4
2nd Hunting Style (Choice)
3rd Study Target, Uncanny Stealth
4th Debilitating Blow (Choice),
Tracers Mark +2d4
5th Swift Tracking, Bonus Feat
6th Probe for Weakness,
Professional Reputation (Choice)
7th Advanced Tracking (Choice),
Tracers Mark +3d4
8th Focus on Target
Tactical Maneuver (Choice)
9th Crippling Strike
10th The Final Catch (Capstone Choice),
Tracers Mark +4d4

"The Hunt" is all there is for most Tracers. You could say that they do not work to live but rather live to work. And "The Hunt" is the work. Whether it's looking for a missing child or finding a killer on the loose, the Tracer is dedicated to it. Tracers are more than just Bounty Hunters. The universe is a big and dangerous place, and only some are willing to traverse it on a "hunch" or "wild goose chase" as some may call it. Tracers also do not just hunt for bounty. They are skilled at finding anyone or anything across the vastness of space. They revel in the daunting challenge.

Pick to be the Tracer if you want a character who excels at hunting fugitives, locating missing persons, or uncovering hidden threats across the vastness of space.

The fastest path into this advanced class is through the Path of Wisdom (Dedicated Hero), though other paths are possible.

Requirements:

  1. Level: At least Level 2
  2. Path: Path of Wisdom OR Ability: Wisdom Score 15+ OR Ability: Intelligence Score 15+ and Wisdom score of 12+

Restrictions:

  1. Class: This person cannot also be a Swindler.

Class Information: Ability Affinity: Wisdom and Intelligence Class Skills: Intimidate (Cha/Str), Computer Use (Int), Choose Any Two Knowledges (Int), Pilot (Dex), Stealth (Dex), Sense Motive (Wis), Study (Int), Survival (Wis), Perception (Wis). Feat Bonuses: Track

Tracer's Class Talents


Tracers Mark
At Tracer 1st level, you can 'mark' a target with a successful Standard Attack Action. This can be done with any ranged weapon you are proficient with, or with a melee touch attack. This mark lasts a number of rounds equal to 1d4 + 1/2 Tracer's Level. This provides a +1d4 damage to the total damage done to a 'marked' target. Once marked, a target stays marked until you attack a new target. Only one target can be marked at any one time. This bonus damage is not affected by criticals but is affected by DR.
The extra damage increases to +2d4 at 4th level, +3d4 at 7th level, and +4d4 at 10th level.
A Tracer can also choose to use a **Tracking Mark** instead of a damage bonus marker. This is useful for out-of-combat situations. The Marker emits a difficult-to-detect signal that a Tracer can easily follow with a Scanner device they have tuned specifically to their mark. Range is 1km per Tracer level. The tracking lasts for 24 hours + 4 hours per Tracer level.
Master Tracker
At 1st level, you gain an Advantage on Knowledge Checks, Perception checks, Diplomacy checks, and Intimidate checks when used to Gather Information on the whereabouts of a target.
Hunting Style (Level 2 Choice)
At 2nd level, define your approach to the hunt:
A) The Manhunter (Enforcer)
You specialize in bringing them back alive. Gain Advantage on Grapple checks and once out-of-combat Treat Injury checks to **Stabilize** characters. You can choose to deal non-lethal damage with any weapon without the usual penalty.
B) The Predator (Ghost)
You are the unseen hunter. Gain Advantage on Stealth checks. If you attack while in stealth or against an unaware target, you can choose to have the Tracers Mark deal half damage in exchange for being a "Subtle Mark." The target must roll an opposing Perception check with Disadvantage; if they fail, they do not realize they have been marked.
C) The Bloodhound (Analyst)
You hunt through data and deduction. Gain Advantage on Computer Use and Sense Motive. You can share the benefits of your Study Target with one ally within 30ft.
Study Target
At 3rd level, you can study an enemy as a Standard Action. Roll an Intelligence check (DC 15). If successful, gain an Advantage on accuracy checks against that target for a number of rounds equal to your Intelligence Modifier. You can only do this once per target.
At 7th level, this action becomes a Simple Action.
Uncanny Stealth
At 3rd level, you gain a +1 Misc bonus to Stealth checks. You no longer suffer the penalty on Stealth checks while moving at full speed.
Debilitating Blow (Level 4 Choice)
At 4th level, your strikes hinder your prey:
A) Paralyzing Toxin
(Requires Manhunter) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is Stunned for 1 round.
B) Vitals Strike
(Requires Predator) Once per target, you can have your Standard Attack Action force a Constitution Save (DC 15 + Int Mod). On failure, the target is Sickened for 1d4 rounds.
C) Systems Spike
(Requires Bloodhound) Your attack disrupts electronic systems. If the target is a robot, vehicle, or has cybernetics, they must roll a Constitution Save (DC 15 + Int Mod) or be Dazed for 1d4 rounds. You can use the Computer Use skill (DC 15 out of combat, DC 20 in combat) to cause system overloads that deal non-lethal electrical damage to a person operating the target electronics.
Swift Tracking
At 5th level, gain Advantage on Survival skill checks to track. You can perform Survival skill checks even while in combat as a Free Action. You can provide your Survival bonuses to the 'Scan' feature of a spaceship you operate.
Bonus Feat
At 5th level, gain a free Bonus Feat from: Misc Feats, Ranged Combat, or Space Ship Operations.
Probe for Weakness
At 6th level, if `Study Target` is active, you can roll an Intelligence check (DC 25) when landing a successful hit. If successful, gain an additional Xd4 bonus damage (X = 1 + 1 for every 5 you beat the DC) until the end of combat. This can only be done once per combat.
Professional Reputation (Level 6 Choice)
At 6th level, choose how your fame grows:
A) Intimidating Presence
You are known and feared. Gain a +1 Misc bonus to Intimidate and +1 Rank to the Profession skill.
B) Technical Savant
You are known for your gear. Gain a +1 Misc bonus to Computer Use and Disable Device. Earn a Skill point that must be spent on a Craft skill.
Advanced Tracking (Level 7 Choice)
At 7th level, your marking becomes more advanced:
A) Homing Mark
Your `Tracers Mark` now provides an Advantage to all allies within 30ft + 5ft per Wisdom/Intelligence mod (whichever is higher) on accuracy checks against the target.
B) Persistent Mark
You can maintain two `Tracers Marks` simultaneously. Marks now last twice as long in or out of combat.
C) Distracting Mark
The mark emits a high-frequency pulse or visual interference that disrupts the target's focus. The target takes a Disadvantage on all accuracy checks and saving throws while the mark is active.
Focus on Target
At 8th level, the Tracer gains a Bonus Attack Action against the target of the Study Target ability and/or the Tracer's Mark regardless of the Standard Action taken, as long as the Action doesn't specify it doesn't allow Bonus Actions or Simple actions.
Tactical Maneuver (Level 8 Choice)
At 8th level, you can fire specialized ammunition designed to be distracting. The damage of the weapon is reduced by one die level. You must craft the ammo beforehand with a Craft (Chemical, Electronic, or Structural) skill check; the crafting succeeds automatically, but the material cost increases by 50%. This can only be used once per target:
A) Distracting Strike
Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or shift their attention to you for 1 round.
B) Look Away
Target must roll a Wisdom Save (DC 15 + Dex Mod + Ammo Masterwork level) or be considered Flat-Footed until their next turn.
C) Pressure Point
(Melee only) Target must roll a Constitution Save (DC 15 + Int Mod + Ammo Masterwork level) or become Paralyzed for 1 round.
Crippling Strike
At 9th level, your critical hits (once per target, the Tracer can choose to ignore) automatically Trips the target and cause a bleed effect for 1d4 + Wis/Int (whichever is higher) Mod damage (ignoring DR) for 1d6 turns.
The Final Catch (Level 10 Choice)
At 10th level, choose between one of these 3 powerful options.
A) No Escape (Manhunter)
Your base movement speed is increased by 10ft. You gain the ability to perform the Advanced Combat Technique: Tackle, and gain Advantage on Tackle attempts and an additional Advantage in all Grapples. You can perform Charge and Tackle techniques even in rough terrain or when the enemy has moved around a corner, provided they were in line-of-sight within the last round. When performing a Tackle or Grapple, you gain a Bonus Action to knock the target unconscious. If the target is below 50% health, you can roll a Strength check against an opposing Constitution saving throw; if the target fails by more than 7, they lose consciousness for 1d4 rounds (or until they take damage).
B) The Final Shot (Predator)
Once a Study Target is in effect, once per day you can declare a "Final Shot." This consumes both a Simple and Standard Action. It grants an additional Advantage Die (max 3); if the attack surpasses the AC threshold by 5 or more, it is an automatic critical success. The critical damage multiplier is increased by 1 (max x5). You can choose to have this damage bring the target to 1 HP and Unconscious instead of killing them. If the target remains alive and conscious, they must roll a Constitution Save (DC 20 + Int Mod) or be Stunned for 1 round.
C) Total Surveillance (Bloodhound)
As a Standard Action, you reveal the location and current Conditions of all enemies within 250ft + 25ft per Wis/Int (higher) mod. Stealthy enemies must beat a DC (15 + your highest mental mod) to remain hidden. For the rest of the encounter, all allies gain an Advantage on accuracy and damage against any enemy revealed this way. (Advantage on damage means an Advantage Die is rolled and added to the damage total).

Xenophile

Table: The Xenophile
Class Level Core Features Path Feature (Xenologist or Xeno-Philotherian)
1st Xenolore Path Choice, Initial Path Feature
2nd Quick Chemistry Path Feature (Xeno Hunter / Treat Animal)
3rd Xeno Biology -
4th - Path Feature (Slicer / Xeno Training)
5th Bonus Feat Path Feature (Xeno Resistance+)
6th Quick Chemistry+ Path Feature (Xeno Hunter+)
7th - Path Feature (Xeno Defender / Bestial Synergy)
8th Renowned Path Feature (Philotherian: Xeno Training+)
9th Biological Intuition Path Feature (Anatomy Expert / Telepathic Bond)
10th - Path Feature (Alien Insights / Two of a Kind)

It can be hard learning a new culture. Even harder if it's 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 most Xenophiles, it's a life choice. To them, there is no greater joy than furthering science by the discovery of new alien species.

Usually, this interest, and even love, for other species doesn't bestow any special kinship with them. However, in rare cases, it can. Some alien 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.

On the other end of the spectrum, some Xenophiles attempt to be more detached from their subjects to remain as objective and scientific as possible.

In either case, Xenophiles are usually found on newly discovered planets that harbor life. If not, they are in civilization showcasing their 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 "monsters."

Choose the Xenophile class if you want a Character to know the abilities, strengths, and weaknesses of various xenomorphs and even have a pet alien!

The fastest path into this advanced class is through the Path of Wisdom (Wise Hero), though other paths are possible.

Requirements: To qualify to become a Xenophile, a character must fulfill the following criteria.

  1. Level: At least Level 2
  2. Path: Path of Wisdom OR Ability: Wisdom Score 15+ OR Ability: Wisdom score 15+ and Charisma score of 12+

Restrictions:

  1. Class: Cannot also be a Technosavant.

Class Information:

Ability Affinity: Wisdom and Charisma

Class Skills: The Xenophile’s class skills are as follows: Craft [ Chemical, Pharmaceutical ] (Int), Diplomacy (Cha/Wis), Choose Any Two Knowledge (Int), Study (Int), Survival (Wis), Treat Injury (Wis).

Feat Bonuses: Xenomedic

Xenophile's Class Talents


Xenologist or Xeno-Philotherian
At Xenophile first level, the Xenophile must choose between the Xenologist path or the Xeno-Philotherian path.
  • Xenologist: You choose to be more detached from your studies. You learn from observing alien creatures in their natural habitats and studying their biology to hunt them or defend against them.
  • Xeno-Philotherian: You form a special bond with an alien creature, training and studying it to learn more about its species through a deep, personal connection.
Xenolore
At Xenophile 1st level, identifying the characteristics, special attacks, or vulnerabilities of a xenomorph is a Simple Action. Roll a Knowledge or Study check (DC 8 + xenomorph’s Hit Dice). Success allows you to unlock a fact. For every 4 points you exceed the DC, you learn another piece of information. Successfully identifying a creature's weakness grants you an Advantage Die on accuracy checks or saving throws against the target for a number of rounds equal to 1 + your Wisdom or Charisma modifier (whichever is higher).
Quick Chemistry
At 2nd level, you reduce the brewing time of general chemicals and pharmaceuticals by half and the cost of materials by 25%.
At 6th level, you reduce the brewing time of masterworked chemical concoctions by half and gain a reduction for the DC check equal to your Wisdom or Charisma Modifier.
Xeno Biology
At 3rd level, you can craft experimental, unstable concoctions using local materials (DC 12 Survival check to gather supplies in the wild; this takes 20 min). These concoctions last for 24 hours. You can prepare 1 + 1/2 Xenophile level (round up) per day. Administering a concoction to yourself is a Simple Action; administering to an ally or animal is a Standard Action.
Table: Xeno Biology Boosters
Helpful (Pharmaceuticals) - Harmful (Chemicals)
Effects DC Cost - Effects DC Cost
Xeno Morph Gills: Provides gills to breath under water for X hours.* 20 250 - Poison - Calming Pill: Makes target Fatigued. Con saving DC12 + X.* 20 250
Toxin Flush: Removes unwanted/foreign toxins form the animal body. 20 250 - Acid - Banshee: Extremely slow painful chemical damage. Lasts X turns, does 1d4 Chem damage.* 20 250
Imbue Strength: Gets a Xd4 for X amount of turns bonus too Str.* 20 250 - Poison - Weakness: Temporarily removes 2 Str and Dex. Lasts X turns. Con saving DC12 +X.* 20 300
Imbue Dexterity: Gets a Xd4 for X amount of turns bonus too Dex.* 20 250 - Grenade - Xeno Bile: A disgusting scent spreads 30ft, lasts X turns, makes target Nausteated, Wis saving DC12 + X.* 25 300
Resistance: Grants X DR to just a damage type for X amount of turns.* 25 300 - Poison - Sleeping Pill: If Target Fatigued makes them: Exhuasted. Con saving DC12 + X.* 25 300
Adrenaline Shocker: Takes a dying and revives with 2HD. 25 300 - Poison - Shock Fluid: Makes target Shaken or worse** for X turns.* 30 300
Hyper Focus: Provides advantage to all accuracy and saving checks for X turns.* 25 350 - Poison - Hysteria: Makes target Panicked for 1d4 turns. Wis saving DC12 + X.* 35 400
Xeno Morph Night Vision: Provides dark vision 60ft for X hours.* 25 300 -
Xeno Morph Claws: Morphs subject with claws. 2x 1d6+X natural attacks for X turns.* 30 350 -
*X = 1/2 Xenophile level round up.
**If already Shaken then go up Dazed, if already Dazed then Stunned but no higher.
Bonus Feat
At 5th level, the Xenophile gets a free Bonus Feat from: Utility Feats or Leadership & Companions.
Renowned
At 8th level, your published work on alien species garners attention from Xeno Biologists around the galaxy. You gain +2 to your Profession rank. You gain an Advantage on Diplomacy, Bluff, or Intimidate checks when interacting with fellow Scientists or Xeno-hobbyists. You can also procure "Live Samples" or rare biochemicals at -1 Procure Difficulty.
Biological Intuition
At 9th level, your understanding of organic life is unparalleled. Your Advantage Die level for all Treat Injury, Survival, and Knowledge checks increases by 2 (max Level 20).
In combat, when attacking an organic target, your Advantage Die Level for the accuracy check increases by 1 and you deal additional damage equal to your Intelligence or Wisdom modifier (whichever is higher).

Xenologist Path Features

Level 1
Xeno Resistance
You gain a +1 bonus on saving throws to resist the Techniques, Talents, or special attacks from alien monsters. This increases to +2 at 5th level and +3 at 10th level.
Level 2
Xeno Hunter
You gain a +1 Misc bonus to Survival. You also deal +1 damage per attack to any alien monster or non-sentient alien creature. This increases to +2 Misc / +3 damage at 6th level.
Level 4
Xeno Biology Study
Gain the Slicer Feat regardless of requirements. Gain Advantage on Study checks when learning to craft a Gen Slicing concoction. (If Character already has Slicer, earn a Rank in either Craft Pharmaceuticals or Craft Chemicals, Player choice).
Level 7
Xeno Defender
As a Standard Action, you share tactical insights with your team. Allies within 30ft + 5ft per Wis or Cha Modifier of you who can hear you gain +2 AC / +1 DR against attacks from an alien target the Xenophile has studied with the Xenolore feature. You can do this a number of times per day equal to your Charisma Mod.
Level 9
Alien Anatomy Expert
You deal +1 + Wis/Cha Modifier additional damage on every successful hit against organic creatures you have studied with Xenolore. Furthermore, your critical hits against them apply the Bleeding condition (1d6 damage for 3 rounds).
Level 10
Alien Insights
Once per combat, you can confuse a target as a Standard Action. The target takes Disadvantage on all attacks and saving throws for 1d6 turns (Wis save DC 15 + 1/2 Xenophile level negates). At level 10, your Xeno Defender bonus also increases to +3 AC / +2 DR.

Xeno-Philotherian Path Features

Level 1
Xeno Imprinting & Handle Animal
You gain both the Companionship and Improved Companionship feat and your first level 1 alien companion. This alien animal companion can level up with the Xenophile instead of 1/2 Character level. However, the Xenophile does this by imprinting themselves with their new youngling animal. This can only be done with one companion at a time. You gain the Handle Animal Feat/Skill. You can domesticate an animal or teach tricks (DC 10 + CR + size mod).
Level 2
Treat Animal
You can perform Treat Injury on your imprinted creature with Advantage. At level 6, this becomes a Simple Action.
Level 4
Xeno Training
You can teach your animal a new Trick or Animal Feat (Player choice). This can be done again at **level 8**.
Level 7
Bestial Synergy
You and your companion work in perfect harmony. Either you or your companion can choose to act in the Vanguard while the other acts in the Rearguard, splitting your actions across the turn groups.
Level 9
Telepathic Bond
You can perceive through your companion's senses as a Simple Action. Your bond is so deep that your Treat Animal feature now allows you to heal your companion as a Free Action once per combat. You also gain an Advantage Die on accuracy checks against targets your companion is currently adjacent to.
Level 10
Two of a Kind
The Animal companion now benefits from the effects of the Xenolore class ability. Also, any concoctions made with Xeno Biology can be specially crafted for just your animal companion. If so, reduce the DC by 5 and the cost by 50%. Your Animal Companion can always know how to find you and can track you down with a DC5 check and vice-versa.

Prestige Classes

A Prestige Classes is a way to grow beyond the Character 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 Character Classes and or high level requirements. Likely the character will have to MultiClass in order to meet the requirements.

You can review available Prestige Classes here.

Multi-Class Character Classes

Multi-Classing is different in Future Path. Firstly a Character's Path is that's Character's Level and there is no Multi Pathing. A Path is similar too but not a Class.

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 or if you wanted to MutliClass and add 1 level off Tracer or any other Character Class that your Character meets the requirements for. 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.

As the Player advances his Character they will want to take more then one class type. Character Classes are only lvl 1 - lvl 10. While the Character's max level is 20. Some people may want to take all 10 levels in their first Character Class and then use their remanding Character levels to take levels in another Character 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 Character Classes together with a more specific theme.

Here are some extra rules for Multi-Classing an Character Class:

  1. Players may only pick talents out of whatever classes gained a new level.
  2. The character gains no bonus for having classes with the same class skill.
  3. 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.
    1. (NOTE: Some restrictions are specifically for not taking a class. In this case you cannot take the restricted class)
  4. You can MultiClass as long as your Character meets the requirements.


There are no other penalties for MultiClassing. You can have as many Advance/Prestige classes as possible by requirements and restrictions.