Jump to content

OvexPath

From FuturePath

Below is the Ovex special Path. To learn more about Ovex and other species you can visit the Species page.

Ovex (Sentient Artificial Life Form) Base Class

Table: The Robot 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 +6 Talent - -
19th 2d6 +7 Feat(Tatical) - -
20th 2d6 +7 - - Ability +1/Bonus Feat(Path)

Ability Affinity: Module Dependent

Hit Die: Module Dependent

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

Skill Points at Each Additional Level: Module Dependent

Recommended Character Classes: Module Dependent

Path Feat Sub-Categories: Space Ship Operations, Leadership & Companions, Specialty Skills, Difficulties, Proficiency Tree, Techniques

Class Features: Besides the special abilities provided by each module, the Ovex are immune to Psionic Mind affecting abilities, immune to starvation, they can get 'tired' a.k.a Fatigued and Exhausted, however, they simply need to recharge, which takes 4 hours instead of 8. They also do not need air, and although they can survive in a vacuum, they could not survive the extremes of space for very long, as the high radiation and temperature swings would wear the Ovex's machine internals down over time. However, under the right conditions, they could probably spend months in space before malfunctioning.

Ovex Modules

At 1st, 6th, 12th, and 18th level, the Ovex Hero selects a Module which is similar to a normal Character selecting a Character Path. Each module has a set order that must be followed, and the Player cannot pick Talents outside of their module.
- Fighter Module (Counts as either the Path of Strength or Path of Dexterity when considering requirements for Character Classes)

--- Ability Affinity: Strength or Dexterity

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

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

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

  • Push Through: Once per combat, the Ovex gets advantage on Overrun Combat Technique.
  • Active Resistance: The Character takes a standard technique action to activate this. The Ovex chooses a Damage Type and gains DR 1 + (1/4th Character Level) for 1d6 + 1 turns for that type.
  • Auto Aim Assistance: The Character gains an advantage bonus to the accuracy check of a bonus attack. However, this action can only be performed once per combat.
  • Combat Technique Sub-routine: The Character gains one Advance Combat Technique as if they had taken the Feat Advanced Combat Techniques.


- Leadership Module (Counts as either the Path of Charisma or Path of Wisdom when considering requirements for Character Classes)

--- Ability Affinity: Charisma or Wisdom

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

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

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

  • Assistance Sub-routine: Once per combat or per 20-minute time frame, the Ovex can assist another player with bonuses. In combat, the assist is a Free action, while in normal play, they gain Advantage.
  • Rally Function: With Charisma or Wisdom save (Which one you have an affinity with or which is higher) DC15 + Number of affected allies. Any ally characters within earshot of the Character have any negative mind-affecting conditions removed. A character can only do this 1/4 character level times per day.
  • Task Scheduler Upgrade: This counts as the Leadership feat. If you already have that feat, then pick another Feat that requires Leadership.
  • Intimidation Upgrade: The Character gains a +1 Misc to Intimidate skill checks.


- Specialist Module (Counts as the Path of Intelligence when considering requirements for Character Classes)

--- Ability Affinity: Intelligence

Hit Die: 1d6 (First Level: 6, Level Up Average: 4)

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

Skill Points at Each Additional Level: 2 + Int modifier.

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


- Assistance Module (Counts as the Path of Wisdom when considering requirements for Character Classes)

--- Ability Affinity: Wisdom

Hit Die: 1d8 (First Level: 8, Level Up Average: 5)

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

Skill Points at Each Additional Level: 2 + Int modifier.

  • Biology Database Program: This Character can perform the Treat Injury skill or associated actions on any biological species without any penalties and gains a +1 Misc Mod to the Treat Injury Skill.
  • Auto Assist Program: When activated, it automatically heals an individual when they receive damage. The target must be within walking distance, and the Character has the choice to ignore this ability. While this is activated, the Ovex can perform a Treat Injury check while in combat as a Simple action and taking no penalties unless overruled by the GM.
  • Autonomous Recovery Sub-routine: Whenever active, the Ovex can regenerate 1d6 + 1Ad (Advantage Die) per turn for Wisdom Mod number of turns. This sub-routine can only be activated once per day.
  • Chemical Analysis and Production Program: The Character gains a Rank in both Craft Chemical and Craft Pharmaceutical. And gains the Quick Chemistry Talent as noted by the Combat Medic.