Character Path
There are 7 main Future Path Character Paths. They are the foundation of a Future Path Hero/Character. The Path chosen is the framework upon which the Character is built. You can further customize your Hero as they progress by adding an Class and for more advanced players ArchTypes, and Prestige Classes.
NOTE: If you choose the Ovex species they have there own custom Path here.
Path Features
The following features help define the Character Path. The main things that make each Path stand out from each other are Ability Affinity, Hit Die, and the Talent Trees. All of these are explained in more detail below.
- Ability Affinity
- This entry tells which ability the core class is associated with and has an "Affinity" for. This means that whenever doing a Saving Throw for that Ability, you add the Core Classes' "Advantage Die" as an extra modifier to the roll.
Editing Character Sheet: This is located on the first page to the left, just below Touch and Flat-Footed.
- Hit Die
- The die type used by characters of the class to determine the number of hit points gained per level. A player rolls one die of the given type each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point.
- First Level: A 1st-level character gets the maximum hit points rather than rolling (The Constitution modifier is still applied).
- Level Up Average: This is the number of hit points (not including Conn mod) that a Character can gain instead of rolling for it. It is usually half the total possible for the die +1. There are more rules on the Character Creation and Advancement page.
- Favored Skills provided by Path
This section of a class description provides a list of skills that the Character has as Favored.
Editing Character Sheet: This is located on the first page to the right. It is the large column that takes up most of the right side of the first page. The title is 'SKILLS'. This is where skills are recorded. Each skill has a box that can be checked to indicate whether it is a class skill, located at the very far left of the skill name. There are actually two boxes. One for 'Class' and one for 'Trained'. For all class skills, you can check the box under the 'Class' section.
- To learn more about skills, you can go to the Skill Basics page.
- To learn more about spending skill points, you can go to Allocate Skill Points on the Character Creation and Advancement page.
- Skill Points at Each Additional Level
- This is how many Skill points a new character gets each time they level up, including level 1. It is either 1 + Int Mod or 2 + Int Mod. A Character will always get at least 1 Skill point even if their Int Mod is negative.
- To learn more about skills, you can go to the Skill Basics page.
- To learn more about spending skill points, you can go to Allocate Skill Points on the Character Creation and Advancement page.
- Recommended Character Classes
- This is a recommendation of advanced classes that you can choose from. This is not a restriction nor a requirement. A player is free to choose whatever path they imagine for their character, as long as it follows the rules. These are merely suggestions to help a newer player make a choice.
- Starting Feats
- This is a section for all the default starting Feats. There are a few that are default for all Core Classes and may only be removed if an Advanced Class restricts the Feat. To learn more about Feats, review the Feats page here.
- Path Feat Sub-Categories
- This is a list of all the Feat sub-categories that are for Bonus Feats. When a Character earns a Bonus Feat, these categories are what the Character can select from. To learn more about Feats, review the Feats page here.
- Path Table (Located to the right of the Character Path Section)
- This table details how a character improves as he or she attains higher levels in the Path. It includes the following information.
- Character’s Level: The character’s total level.
- Advantage Die: This is an extra Die that the Player gets to roll and add to any roll when doing an action or using a weapon that they have an 'Affinity'/'Proficiency' or otherwise has an advantage. It is also what the Character will add if the situation puts the Character at a disadvantage. To learn more, review the Advantage page.
- Path Features: This entry details special characteristics of the Path, including feats and unique talents, that are gained as a character level up. Each is explained below:
- Talents: Every Path offers a selection of talents. A character gains a talent at 1st level and 6th, 12th, 18th levels.
- Feats: Every Path offers Starting Feats to choose from. A Character gains a Feat at every odd level. At level one, the Player can choose from all Feats. But from then on, the feats alternate from Tactical to Utility categories only.
- Extra Damage: This grants the Character the ability to deal Extra damage once when performing a standard attack action
- Custom Character Bonus: Here, the character chooses between an Ability Score bonus of 1 additional Ability point. Or a Bonus Feat from a Path-specific list of feat sub-categories. They gain this choice at 4th, 8th, 12th, 16th, and 20th levels.
Path of Strength (Strong Hero)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 1d2 | Feat(All) / Talent | - | - |
| 2nd | 1d2 +1 | - | - | - |
| 3rd | 1d4 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +2 | Feat(Utility) | Extra Damage | - |
| 6th | 1d6 +2 | Talent | - | - |
| 7th | 1d6 +3 | Feat(Tatical) | - | - |
| 8th | 1d8 +3 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d8 +3 | Feat(Utility) | - | - |
| 10th | 1d8 +4 | - | - | - |
| 11th | 1d8 +4 | Feat(Tatical) | Extra Damage | - |
| 12th | 1d10 +4 | Talent | - | Ability +1 |
| 13th | 1d10 +5 | Feat(Utility) | - | - |
| 14th | 1d10 +5 | - | - | - |
| 15th | 1d12 +5 | Feat(Tatical) | - | - |
| 16th | 1d12 +6 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +6 | Feat(Utility) | Extra Damage | - |
| 18th | 2d6 +7 | Talent | - | - |
| 19th | 2d8 +7 | Feat(Tatical) | - | - |
| 20th | 2d8 +8 | - | - | Ability +1/Bonus Feat(Path) |
They are Heroes that favor strength and action over sitting and thinking. It's not necessary that they do not appreciate or value intelligence; it's just that they find using their strength a more natural and dependable way to solve problems. Most of these people are martial artists, some types of soldiers, athletes, and people who rely on their physical power.
Ability Affinity: Strength
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Favored Skills provided by Path: The Strong hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Intimidate(Cha), Sense Motive(Wis), Survival(Wis)]
Also, the starting occupation selected can provide additional Favored skills to choose from.
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Character Classes: Dimension Knight, Helix Warrior
Starting Feats: Athletic or Confident
Path Feat Sub-Categories: Space Ship Operations, Leadership & Companions, Specialty Skills, Proficiency Tree, Combat Martial Arts, Melee Weapon Combat
Strength Talents
- At 1st, 6th, 12th, and 18th level the Strong Hero gain a Talent. You must select a Talent tree to follow.
- Extreme Effort Talent Tree
A Strong hero can push themselves to make an extreme effort. Take the following in order.
- Extreme Effort: Requires a standard action (without bonus) and grants an advantage bonus on the check. The check can be for anything. You must decide to use this ability before making the check. This can only be done once per day before rest.
- Athleticism: The Hero can swim and climb at the same speed as walking or running.
- Improved Extreme Effort: As Extreme Effort, but now it provides x2 Advantage, or can be done twice a day. So you can do it once and gain x2 Advantage, or do Extreme Effort and only get one advantage, and save another chance to do give another Extreme Effort another time.
- Advanced Extreme Effort: Just as Improved Extreme Effort, but now x3 Advantage and can also be divided up. The Hero can choose to make 3 attempts in a day, each providing 1 Advantage die, or make 2 Extreme Efforts, one providing x2 and the other providing x1. Or finally, the Hero can do 1 Extreme Effort and gain a Triple Advantage.
- Melee Smash Talent Tree
- The Strong hero has an innate talent that increases melee damage. Take the following in order.
- Melee Smash: The Strong hero receives a +1 bonus on melee damage.
- Combat Expert: The Strong hero gains an Advanced Combat Technique for free.
- Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total).
- Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total).
Path of Dexterity (Fast Hero)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 1d2 | Feat(All) / Talent | - | - |
| 2nd | 1d2 +1 | - | - | - |
| 3rd | 1d4 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +2 | Feat(Utility) | Extra Damage | - |
| 6th | 1d6 +2 | Talent | - | - |
| 7th | 1d6 +3 | Feat(Tatical) | - | - |
| 8th | 1d8 +3 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d8 +3 | Feat(Utility) | - | - |
| 10th | 1d8 +4 | - | - | - |
| 11th | 1d8 +4 | Feat(Tatical) | Extra Damage | - |
| 12th | 1d10 +4 | Talent | - | Ability +1 |
| 13th | 1d10 +5 | Feat(Utility) | - | - |
| 14th | 1d10 +5 | - | - | - |
| 15th | 1d12 +5 | Feat(Tatical) | - | - |
| 16th | 1d12 +6 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +6 | Feat(Utility) | Extra Damage | - |
| 18th | 2d6 +7 | Talent | - | - |
| 19th | 2d8 +7 | Feat(Tatical) | - | - |
| 20th | 2d8 +8 | - | - | Ability +1/Bonus Feat(Path) |
These Heroes have good reflexes, hand-eye coordination, and agility. They are people who value speed and flexibility when dealing with physical tasks. They are pilots, some types of soldiers who specialize in ranged weapons, or people who may wish to get in and out of a situation quickly.
Ability Affinity: Dexterity
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Favored Skills provided by Path: The Fast hero’s class Skills (and the key ability for each skill) are: Acrobatics(Dex), Choose Two: [ Pilot(Dex) Sleight of Hand(Dex), Stealth(Dex)]
Also, the starting occupation the character selects can provide additional skills to choose from.
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Character Classes: Starfighter, Space Marine
Starting Feats: Athletic or Acrobatic
Path Feat Sub-Categories: Space Ship Operations, Leadership & Companions, Specialty Skills, Proficiency Tree, Two-Weapon Fighting, Ranged Combat
Dexterity Talents
- At 1st, 6th, 12th, and 18th level, the Fast Hero gains a Talent. You must select a Talent tree to follow.
- Defensive Talent Tree
- The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Take the following in order.
- Evasion: The Fast hero gets a +1 to Dexterity Saving throws.
- Uncanny Dodge: Once per day, if not Fatigued or Exhausted, the Fast hero can contest a successful hit with a Dexterity Saving throw, with the DC being the opponent's accuracy check. If successful, the Fast hero successfully dodges the attack.
- Improved Evasion: The Fast Hero gets another +1 to Dexterity Saving throws.
- Improved Uncanny Dodge: Like Uncanny Dodge, but now once per combat.
- Aggressive Talent Tree
- The Fast hero can increase his or her natural base speed. Take the following in order.
- Increased Speed: The Fast hero’s base speed increases by 5 feet.
- Applied Acrobatics: This allows a Fast Hero to ignore disadvantage when fighting while swimming or climbing, on uneven terrain.
- Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). The Hero gains an advantage when performing Charge or Tackle Combat Techniques.
- Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved speed (15 feet total). The Hero gains another advantage when performing Charge or Tackle Combat Techniques, stacking from Improved Increase Speed.
Path of Constitution (Tough Hero)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 1d2 | Feat(All) / Talent | - | - |
| 2nd | 1d2 +1 | - | - | - |
| 3rd | 1d4 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +2 | Feat(Utility) | Extra Damage | - |
| 6th | 1d6 +2 | Talent | - | - |
| 7th | 1d6 +3 | Feat(Tatical) | - | - |
| 8th | 1d8 +3 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d8 +3 | Feat(Utility) | - | - |
| 10th | 1d8 +4 | - | - | - |
| 11th | 1d8 +4 | Feat(Tatical) | Extra Damage | - |
| 12th | 1d10 +4 | Talent | - | Ability +1 |
| 13th | 1d10 +5 | Feat(Utility) | - | - |
| 14th | 1d10 +5 | - | - | - |
| 15th | 1d12 +5 | Feat(Tatical) | - | - |
| 16th | 1d12 +6 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +6 | Feat(Utility) | Extra Damage | - |
| 18th | 2d6 +7 | Talent | - | - |
| 19th | 2d8 +7 | Feat(Tatical) | - | - |
| 20th | 2d8 +8 | - | - | Ability +1/Bonus Feat(Path) |
A Tough Hero is less worried about being hit or pushed to the front lines. They can shrug off things and keep moving, which would bring others down. They are built like a tank and have great stamina. These are people who are more willing to take risks. They are more likely to survive the harsh conditions of Space exploration and are usually the defenders and support units.
Ability Affinity: Constitution
Hit Die: 1d10 (First Level: 10, Level Up Average: 6)
Favored Skills The Constitution hero’s class Skills (and the key ability for each skill) are: Athletics(Str), Choose Two: [ Acrobatics(Dex), Intimidate(Cha), Survival(Wis), Perception(Wis)]
Also, the starting occupation the character selects can provide additional skills to choose from.
Skill Points at Each Additional Level: 1 + Int modifier.
Recommended Character Classes: Dreadnought, Shield Splicer
Starting Feats: Endurance or Confident
Path Feat Sub-Categories: Space Ship Operations, Leadership & Companions, Specialty Skills, Techniques, Combat Martial Arts, Melee Weapon Combat
Constitution Talents
- At 1st, 6th, 12th, and 18th level, the Tough Hero gains a Talent. You must select a Talent tree to follow.
- Healthy Talent Tree
- The Tough hero has more than normal Stamina and seems to be able to take more of a beating before going down. Take the following in order.
- Healthy Body: The Tough Hero gets 1 extra hit point per level.
- Stamina: The Tough hero recovers twice as fast as normal. The Character only needs 4 hours of rest to count for 'Full Rest', and healing over time acts twice as fast. For more rules on healing over time go to Health and Injury page.
- Improved Healthy Body: The Tough Hero now gets 2 extra hit points per level.
- Advanced Healthy Body: The Touch Hero now gets 3 extra hit points per level.
- Damage Resistance Talent Tree
- The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Except for the 'Damage Reduction', which has Prerequisites.
- Chemical Resistance: The Tough hero 1 DR against Chemical damage. At the 8th level, this becomes 2 DR, and at the 16th level, it becomes 3 DR.
- Kinetic Resistance: The Tough hero 1 DR against Kinetic damage. At the 10th level, this becomes 2 DR.
- Electricity Resistance: The Tough hero 1 DR against Electricity damage. At the 8th level, this becomes 2 DR, and at the 16th level, it becomes 3 DR.
- Thermal Resistance: The Tough hero 1 DR against Thermal damage. At the 8th level, this becomes 2 DR, and at the 16th level, it becomes 3 DR.
- Damage Reduction 1: The Tough hero ignores 1 point of damage from melee and ranged weapons.
- Prerequisite: One other talent from either the Healthy Talent Tree or the Unbreakable Talent Tree.
- Damage Reduction 2: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2 total).
- Prerequisites: Damage reduction 1
- Damage Reduction 3: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3 total).
- Prerequisites: Damage reduction 2
- Unbreakable Talent Tree
- The Tough hero is particularly resilient thanks to the following talents. You do not need to take the following in order.
- Undying: The Tough hero gains +10 Constitution when considered Unstable or Dying. This goes away once stabilized. If the remaining damage is less than zero, their Con Score is brought to 1.
- Remain Conscious: The Tough hero gains the ability to continue to perform move actions when he or she would otherwise be considered unconscious or dying. When the Tough hero’s hit points reach 0, and they are considered Unstable or Dying, the hero can perform a move action every round until death or stabilized. The hero can choose to fall unconscious if he or she believes it might be the better option. The move action cannot be a FULL action and thus cannot run or sprint or do anything else except the talk Free action. (However, the Hero's speech sounds extremely weak)
- Second Wind: The Tough hero can spend a standard technique action once per day and only if not fatigued or exhausted. When the hero does this, the player can roll the hit die (1d10) and recover that amount of health. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total. At the 10th level, this increases to two hit dice. (2d10)
- Prerequisites: Undying or Remain Conscious.
- Iron Stomach: The Tough hero can once per day shrug off a Nauseated or Sickened condition.
Path of Intelligence (Smart Hero)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 0-1 | Feat(All) / Talent | - | - |
| 2nd | 1d2 | - | - | - |
| 3rd | 1d2 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +1 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +1 | Feat(Utility) | - | - |
| 6th | 1d4 +2 | Talent | - | - |
| 7th | 1d4 +2 | Feat(Tatical) | Extra Damage | - |
| 8th | 1d6 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d6 +3 | Feat(Utility) | - | - |
| 10th | 1d6 +3 | - | - | - |
| 11th | 1d8 +3 | Feat(Tatical) | - | - |
| 12th | 1d8 +4 | Talent | - | Ability +1 |
| 13th | 1d8 +4 | Feat(Utility) | Extra Damage | - |
| 14th | 1d10 +4 | - | - | - |
| 15th | 1d10 +5 | Feat(Tatical) | - | - |
| 16th | 1d10 +5 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +5 | Feat(Utility) | - | - |
| 18th | 1d12 +6 | Talent | - | - |
| 19th | 1d12 +6 | Feat(Tatical) | Extra Damage | - |
| 20th | 2d6 +7 | - | - | Ability +1/Bonus Feat(Path) |
The Smart Hero is all about brains over brawn. They rely on their academic knowledge to deal with what life throws at them. Most are brainy or bookworms and sometimes sure of themselves and their expertise. These are your scientists and engineers; they will be working with robots or studying alien life forms. In the military, they are used to help make a unit more flexible.
Ability Affinity: Intelligence
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Favored Skills provided by Path: The Smart hero’s class Skills (and the key ability for each skill) are: Computer Use(Int), Study(Int), Choose Two: [(Any Knowledge Skill)(Int), (Any One Craft Skill)(Int)]
Also, the hero's starting occupation can provide additional skills to choose from.
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Character Classes: Engineer, Electro-Mancer, Technosavant
Starting Feats: Educated or Studious
Path Feat Sub-Categories: Space Ship Operations, Specialty Skills, Misc Feats, Proficiency Tree, Techniques, Ranged Combat
Intelligence Talents
- At 1st, 6th, 12th, and 18th level, the Smart Hero gains a Talent. You must select a Talent tree to follow.
- Research Talent Tree
- The Smart hero has a natural aptitude for study and fact-finding. Take the following in order.
- Research: Gain a +1 Misc bonus to any Intelligence-based Skill.
- Book Worm: Gain a +2 Misc bonus to the Study skill.
- Savant: Select any one Knowledge or one Crafting skill to be a class skill.
- Improved Research: Gain another +1 Misc bonus to any Intelligence-based Skill.
- Strategy Talent Tree
- The Smart hero has the brainpower to see solutions in most situations. Take the following in order.
- Strategy: Once per combat, the Smart hero can use her Intelligence mod instead of Strength or Dexterity for an accuracy check against an opponent.
- Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero makes an Intelligence check (DC 15 + CR rating above Character Level) with a bonus equal to half his or her Smart level, rounded down, as a Simple action. If the target has a CR rating of 7 and the Hero is level 5, then the DC would be 17. If the check succeeds, 1d6 rounds the Smart hero adds his or her Intelligence Mod as bonus damage since the hero has found weaknesses in his opponent’s fighting style.
- Improved Strategy: This is Strategy except now it is once per opponent instead of combat, and you gain a +1 to accuracy when doing this.
- Advanced Strategy: This is an improved strategy except now the Hero can use this ability twice per opponent, and the bonus is +2
Path of Wisdom (Dedicated Hero)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 1d2 | Feat(All) / Talent | - | - |
| 2nd | 1d2 +1 | - | - | - |
| 3rd | 1d4 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +2 | Feat(Utility) | Extra Damage | - |
| 6th | 1d6 +2 | Talent | - | - |
| 7th | 1d6 +3 | Feat(Tatical) | - | - |
| 8th | 1d8 +3 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d8 +3 | Feat(Utility) | - | - |
| 10th | 1d8 +4 | - | - | - |
| 11th | 1d8 +4 | Feat(Tatical) | Extra Damage | - |
| 12th | 1d10 +4 | Talent | - | Ability +1 |
| 13th | 1d10 +5 | Feat(Utility) | - | - |
| 14th | 1d10 +5 | - | - | - |
| 15th | 1d12 +5 | Feat(Tatical) | - | - |
| 16th | 1d12 +6 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +6 | Feat(Utility) | Extra Damage | - |
| 18th | 2d6 +7 | Talent | - | - |
| 19th | 2d8 +7 | Feat(Tatical) | - | - |
| 20th | 2d8 +8 | - | - | Ability +1/Bonus Feat(Path) |
A Dedicated Hero is focused and driven. They usually are the ones in a group with the most common sense and intuition. They can stay focused when others cannot and might be able to read a situation better than others. militaries have found that they make the best medics. Explorers and bounty hunters also require a massive amount of determination to find their targets or explore the great unknown expanses of the universe.
Ability Affinity: Wisdom
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Favored Skills provided by Path: The Dedicated hero’s class Skills (and the key ability for each skill) are: Perception(Wis), Sense Motive(Wis), Choose Two: [ Profession(Wis), Diplomacy(Cha), Survival(Wis), Study(Int)], Any One Knowledge(Int)
Also, the hero's starting occupation can provide additional skills to choose from.
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Character Classes: Xenophile, Tracer, Combat Medic
Starting Feats: Studious or Attentive
Path Feat Sub-Categories: Space Ship Operations, Leadership & Companions, Specialty Skills, Proficiency Tree, Two-Weapon Fighting, Ranged Combat
Wisdom Talents
- At 1st, 6th, 12th, and 18th level, the Dedicated Hero gains a Talent. You must select a Talent tree to follow.
- Empathetic Talent Tree
- The Dedicated hero’s innate talents give him or her a great capacity for empathy. Take the following in order.
- Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others, even when they are not explicitly communicated. +1 Misc bonus to the Sense Motive Skill.
- Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This changes to +2 at level 12 and changes again to +3 at level 18.
- Improved Empathy: Gain an additional +1 to the Sense Motive Skill. (The total should now be +2) As well as +1 to Diplomacy.
- Advanced Empathy: Gain an additional +1 to the Sense Motive Skill. (The total should now be +3) As well as an additional +1 to Diplomacy. (now the total bonus should be +2)
- Healing Talent Tree
- The Dedicated hero has a talent for healing. Take the following in order.
- Healing Touch: The Wise hero gains a +1 Misc to the Treat Injury skill.
- Healing Expert: When not in combat and the Wise hero is healing someone using a Professional Kit they provide an Advantage Bonus worth of HP to the target.
- Improved Healing Touch: Gain an additional +1 to the Treat Injury skill. (The total should now be +2)
- Advanced Healing Touch: Gain an additional +1 to the Treat Injury Skill. (The total should now be +3)
- Aware Talent Tree
- The Dedicated hero’s innate senses serve her well. Take the following in order.
- Aware: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
- Attentive: The Dedicated hero is intuitively aware of his or her surroundings. The Dedicated hero's Passive Perception score is now +1. At lvl 12 it goes to +2, and at lvl 18 it goes to +3.
- Improved Awareness: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
- Advanced Awareness: The Dedicated hero chooses either Survival or Perception to gain a +1 Misc Bonus.
Path of Charisma (Charismatic Hero)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 0-1 | Feat(All) / Talent | - | - |
| 2nd | 1d2 | - | - | - |
| 3rd | 1d2 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +1 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +1 | Feat(Utility) | - | - |
| 6th | 1d4 +2 | Talent | - | - |
| 7th | 1d4 +2 | Feat(Tatical) | Extra Damage | - |
| 8th | 1d6 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d6 +3 | Feat(Utility) | - | - |
| 10th | 1d6 +3 | - | - | - |
| 11th | 1d8 +3 | Feat(Tatical) | - | - |
| 12th | 1d8 +4 | Talent | - | Ability +1 |
| 13th | 1d8 +4 | Feat(Utility) | Extra Damage | - |
| 14th | 1d10 +4 | - | - | - |
| 15th | 1d10 +5 | Feat(Tatical) | - | - |
| 16th | 1d10 +5 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +5 | Feat(Utility) | - | - |
| 18th | 1d12 +6 | Talent | - | - |
| 19th | 1d12 +6 | Feat(Tatical) | Extra Damage | - |
| 20th | 2d6 +7 | - | - | Ability +1/Bonus Feat(Path) |
The Charismatic Hero is never shy and always willing to take advantage of either their looks or words to influence others or get their own way. They can be seductive and interesting people, possessing a personal magnetism that makes them natural leaders. Many companies and governments use such people as envoys or ambassadors. Military officers, as well as crooks, try to swindle your money away.
Ability Affinity: Charisma
Hit Die: 1d6 (First Level: 6, Level Up Average: 4)
Favored Skills provided by Path: The Charismatic hero’s class Skills (and the key ability for each skill) are: Diplomacy(Cha), Perform(Cha), Choose Two: [ Profession(Wis), Bluff(Cha), Disguise(Cha), Sense Motive(Wis)], Any One Knowledge(Int)
Also, the hero's starting occupation can provide additional skills to choose from.
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Character Classes: Envoy, Field Officer, Swindler
Starting Feats: Deceptive or Trustworthy
Path Feat Sub-Categories: Space Ship Operations, Leadership & Companions, Specialty Skills, Two-Weapon Fighting, Techniques, Ranged Combat
Charisma Talents
- At 1st, 6th, 12th, and 18th level, the Charismatic Hero gains a Talent. You must select a Talent tree to follow.
- Persuasive Talent Tree
- The Charismatic hero has an innate talent for being charming and captivating. Take the following in order.
- Persuasive: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
- Inspirational: The Charismatic Hero can try to be inspirational while aiding another. They gain an advantage to add another, and the help provides an additional +2 bonus.
- Improved Persuasion: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
- Advanced Persuasion: The Charismatic Hero chooses between Diplomacy or Intimidate skills to gain a +1 Misc bonus.
- Beguile Talent Tree
- The Charismatic hero has an innate talent for bending the truth and dazzling others with a combination of words, mannerisms, and charm. Take the following in order.
- Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
- Charm: The Charismatic hero gets a competence advantage bonus on all Charisma-based skill checks made to influence members of a chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) A Charismatic hero can only charm GM characters with attitudes of indifferent or better and of a sentient species. The charm bonus can’t be used against characters who are unfriendly or hostile.
- Improved Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
- Advanced Deceiver: The Charismatic Hero choosing between Bluff or Disguise skills to gain a +1 Misc bonus.
- Leadership Talent Tree
- The Charismatic hero has a talent for leadership and inspiration. Take the following in order.
- Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a standard technique action directing his or her allies and makes a Charisma check (DC 10 + number of people), the hero provides any of his or her allies within 30 feet a +1 bonus on their accuracy checks and skill checks. This lasts for Cha Mod number of rounds. The hero can coordinate up to 3 party members, excluding themselves.
- Confidence: Once per day, the Charismatic Hero can gather his or her confidence to gain an additional advantage on any Charisma-based check. If a player rolls for a Charismatic check and fails they can declare this ability and then roll the advantage die and add it to the total to see if the new total succeeds.
- Improved Coordinate: Like Coordinate, except it provides a +2 bonus.
- Advanced Coordinate: Like Coordinate, except it provides a +3 bonus.
Path of No Path (The Freelancer)
| Character Level |
Advantage Die |
Path Features | Extra Damage | Choose Between Custom Character Bonus |
|---|---|---|---|---|
| 1st | 1d2 | Feat(All) | - | Bonus Feat(Path) |
| 2nd | 1d2 +1 | - | - | - |
| 3rd | 1d4 +1 | Feat(Tatical) | - | - |
| 4th | 1d4 +2 | - | - | Ability +1/Bonus Feat(Path) |
| 5th | 1d4 +2 | Feat(Utility) | - | - |
| 6th | 1d6 +2 | Bonus Feat(All) | Extra Damage | - |
| 7th | 1d6 +3 | Feat(Tatical) | - | - |
| 8th | 1d8 +3 | - | - | Ability +1/Bonus Feat(Path) |
| 9th | 1d8 +3 | Feat(Utility) | - | - |
| 10th | 1d8 +4 | - | - | - |
| 11th | 1d8 +4 | Feat(Tatical) | - | - |
| 12th | 1d10 +4 | Bonus Feat(All) | Extra Damage | Ability +1 |
| 13th | 1d10 +5 | Feat(Utility) | - | - |
| 14th | 1d10 +5 | - | - | - |
| 15th | 1d12 +5 | Feat(Tatical) | - | - |
| 16th | 1d12 +6 | - | - | Ability +1/Bonus Feat(Path) |
| 17th | 1d12 +6 | Feat(Utility) | - | - |
| 18th | 2d6 +7 | Bonus Feat(All) | Extra Damage | - |
| 19th | 2d8 +7 | Feat(Tatical) | - | - |
| 20th | 2d8 +8 | - | - | Ability +1/Bnus Feat(Path) |
The Freelancer is a hero who refuses to be defined by a single specialty. They are the jacks-of-all-trades, the wanderers, and the survivors who have picked up a wide variety of skills across the galaxy. While they lack the focused "Talents" of other paths, they are unparalleled in their versatility. A Freelancer can be anything they need to be, adapting their training to fit the situation at hand.
Ability Affinity: None (The Freelancer does not gain an Advantage Die bonus to any Saving Throws from their core path).
Hit Die: 1d8 (First Level: 8, Level Up Average: 5)
Favored Skills provided by Path: Choose 1 Knowledge, 1 Craft, and 2 of any other type
Skill Points at Each Additional Level: 2 + Int modifier.
Recommended Character Classes: Any. The Freelancer is a blank slate designed to qualify for any Advanced Class. Classes can use Ability scores as a qualifier instead of Path.
Starting Feats: Any one Feat from the Skill Enhancements sub-category for which the character meets the prerequisites.
Path Feat Sub-Categories Space Ship Operations, Leadership & Companions, Specialty Skills, Difficulties, Proficiency Tree, Techniques
Generalist Training
- Versatile Specialist
- Unlike other Paths, the Freelancer's bonus Feats gained at 6th, 12th, and 18th level are not restricted by the "Tactical" or "Utility" alternating rule. They may select any Feat from any category as long as they meet the prerequisites. This represents their varied and unpredictable background.