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Better Alex



Posts : 148
Join date : 2011-09-30

PostSubject: Base Classes   Sat Apr 28, 2012 3:52 am

You may choose from six base classes, each of which focuses in different areas in their walk of life. Each class has a set of talents which builds abilities centred around their focus.
These classes are based around one ability; they may be skilled in ones besides its area of focus, but their talents and bonus feats are framed around that ability.


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PostSubject: Re: Base Classes   Sat Apr 28, 2012 3:58 am

Strong Hero
A Strong Hero uses his or her strength score to their best advantage. This class represents a focus in raw hitting power and physical training. Strong Heroes excel in melee and unarmed combat. They are also highly skilled in other areas involving strength, such as lifting and breaking objects.
Examples of Strong Heroes include bodybuilders, boxers, martial artists, some soldiers, and workers who depend on physical prowess.

Hit Die: 1d8
Class Skills: Climb, Concentration, Craft (structural), Handle Animal, jump, Knowledge (current events, popular culture, streetwise, tactics), Profession, Repair, Spot, Swim.
Skill Points: 3+Int modifier at each level, x4 at first level.

Talent:
At 1st, 3rd, 5th, 7th, and 9th levels, a Strong Hero selects a talent from the talent trees. So long as the pre-requisites are met, a Strong Hero can choose any of them. No talent can be selected more than once.
Extreme Effort Talent: A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.
Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total). Requires Extreme effort.
Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total). Requires Extreme effort, improved extreme effort.
Greater Extreme Effort: The Strong hero can take 10 on the check. The +6 bonus gained from advanced extreme effort is also applied. Requires Extreme Effort, Improved Extreme Effort, and Advanced Extreme Effort.

Melee Smash Talent: A Strong Hero will hone their hand-to-hand combat skills, adding to his or her melee combat abilities.
Melee Smash: The Strong hero adds +1 to all melee attack and damage.
Improved Melee Smash: The Strong hero adds an additional +1; requires Melee Smash.
Advanced Melee Smash: The Strong hero adds another +1; requires Melee Smash and Improved Melee Smash.
Improved Melee Critical: The Strong hero increases the critical range of a chosen melee weapon by one; requires Melee Smash, Improved Melee Smash, and Extreme Effort.

Ignore Hardness Talent: A Strong Hero will practice precise attacking in order to defeat object hardness in melee strikes to objects.
Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.
Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4). Requires Ignore hardness.
Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6). Requires Ignore hardness, improved ignore hardness.

Weapon Mastery Talent: A Strong hero can specialise in one particular weapon, honing his or her use of it to perfection.
Weapon Specialisation: The Strong hero may choose one weapon with which he or she is proficient and for which he or she has the Weapon Focus feat. The Strong hero gains a +2 bonus on all damage rolls made using the selected weapon. This counts as the Weapon Specialisation feat for purposes of feat and other requirements. Requires the Weapon Focus feat and a Base Attack Bonus of +3.
Greater Weapon Specialisation: The Strong hero chooses one weapon with which he or she has the Weapon Specialisation talent or feat. He or she gains a +2 bonus on all damage rolls made using the selected weapon. Requires the Weapon Focus feat and the Weapon Specialisation talent or feat.
Improved Critical: The Strong her chooses a weapon with which he or she has Weapon Specialisation. He or she increases the weapon's critical threat range by 1. Requires the Weapon Focus feat and Weapon Specialisation talent or feat.

Feats of Strength Talent:
A Strong hero can use his or her brute strength and overwhelming physical advantage to overcome almost any obstacle. The talents in the Feats of Strength Talent Tree allow the Strong hero to gain the most out of his or her own strength and make him or her more useful than simply participating in melee combat.
Combined Strength: Whenever the Strong hero successfully uses the Aid Another action on a Strength check, he or she adds his Strength modifier to the target’s check result, as opposed to the normal +2 bonus.
Incredible Lifting: The Strong hero may spend one action point to use this talent. For one round, the Strong hero’s lifting capacity is increased by a factor of 1.5.
Miraculous Lifting: The Strong hero may spend one action point to use this talent. For one round, the Strong hero’s lifting capacity is doubled. This talent does not stack with the Incredible Lifting talent, but instead replaces it. Prerequisites: Incredible Lifting.

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th levels, a Strong Hero selects a bonus feat. As long as the pre-requisites are met, a Strong Hero may choose any from this list. Must be from this list:
Animal Affinity, Archaic Weapons Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Endurance, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus.

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefence BonusReputation Bonus
1st+1+1+0+0Talent+1+0
2nd+2+2+0+0Bonus Feat+2+0
3rd+3+2+1+1Talent+2+0
4th+4+2+1+1Bonus Feat+3+0
5th+5+3+1+1Talent+3+1
6th+6+3+2+2Bonus Feat+3+1
7th+7+4+2+2Talent+4+1
8th+8+4+2+2Bonus Feat+4+1
9th+9+4+3+3Talent+5+2
10+10+5+3+3Bonus Feat+5+2


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PostSubject: Re: Base Classes   Sat Apr 28, 2012 4:02 am

Fast Hero
The Fast hero uses his or her dexterity score to maximum advantage. Taking a level in this class demonstrates a training for hand-eye coordination, agility, and reflexes. Swift defences and athletic aptitude for speed and grace combine to make a Fast hero.
Fast Heroes include athletes that depend on speed and swiftness over raw strength, pilots, professional drivers, military personnel, law enforcement, or agents that employ stealth.

Hit Die: 1d8
Class Skills: Balance, Craft (mechanical), Drive, Escape Artist, Hide, Knowledge (current events, popular culture, streetwise), Move Silently, Pilot, Profession, Ride, Sleight of Hand, Tumble.
Skill Points: 5+Int modifier at each level, x4 at first level.

Talents:
At 1st, 3rd, 5th, 7th, and 9th levels, a Fast Hero selects a talent from the talent trees. So long as the pre-requisites are met, a scout can choose any of them. No talent can be selected more than once.
Defensive Talent: A Fast hero will use his innate skills at deception and stealth to evade enemy attack and improve his defensive skills.
Evasion: The Fast Hero takes no damage if he or she makes a successful Reflex saving throw in a situation that would normally result in half damage (grenade blasts, for instance).
Uncanny Dodge: A Fast Hero can retain his or herdexterity bonus to defence regardless of being flat-footed or caught by surprise; requires Evasion.
Improved Uncanny Dodge: A Fast Hero learns to evade any flanking manoeuvres by the enemy, rendering him or her unable to be flanked; requires Evasion and Uncanny Dodge.
Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. The Fast hero spends 1 action point to activate this talent. In any situation where the Fast hero would be reduced to 0 hit points or less by damage in combat, the Fast hero can make a Reflex saving throw (DC = damage dealt) to takes only half damage; requires Evasion and Uncanny Dodge.
Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round; requires Evasion.

Increased Speed Talent: A Fast hero will hone his mobility and speed, allowing him to move faster than normal.
Increased Speed: The Fast hero increases his or her base speed by +1 square.
Improved Increased Speed: The Fast hero increases his or her base speed by an additional +1 square; requires Increased Speed.
Advanced Increased Speed: The Fast hero increases his or her base speed by an additional +1 square; requires Increased Speed and Improved Increased Speed.

Sneak Attack: A Fast Hero will hone her ability to deal damage and be precise when enemies are blissfully unaware of them.
Sneak Attack: The Fast hero adds +1d6 of sneak attack damage when attacking a flatfooted enemy. This may be taken multiple times, each time adding +1d6 of Sneak Attack.

Instinctive Response Talent: the Fast Hero gains the instinctual ability to react quickly and effectively to unexpected danger.
Full Alert: The Fast hero gains a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by initiative-boosting feats or cybernetics.
Improved Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved Evasion can only be used when wearing light armour or no armour; requires Full Alert, Evasion, and Increased Speed.
Heightened Reflexes: The Fast hero can choose to take a 10 on any Reflex saving throw. He or she may also spend 1 action point to gain a +10 bonus on a Reflex saving throw. She may choose to take 10, spend an action point to gain the +10 bonus, or both. Prerequisites: Full Alert, Evasion, Increased Speed, Improved Evasion.

Efficiency Talent: The Fast hero is not only able to move and react more quickly than other types of heroes, he or she is also more efficient with their time. The Fast hero learns how to act even when performing numerous other tasks and to accomplish those tasks in the shortest time possible.
Tactical Action: The Fast hero may spend one action point to use this talent. At the beginning of any round, the Fast hero may raise her Initiative by +2. This must be declared before the combatant with the highest initiative begins his or her action.
Surge of Speed: The Fast hero may spend one action point to use this talent. At the beginning or end of the Fast hero’s round, the Fast hero gains an additional move action to be used at his or her discretion.
Burst of Speed: The Fast hero may spend one action point to use this talent. At the beginning or end of the Fast hero’s round, the Fast hero gains an additional attack action to be used at his or her discretion. Prerequisites: Surge of Speed, Increased Speed.

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th levels, a Fast Hero selects a bonus feat. As long as the pre-requisites are met, a Fast hero may choose any from this list.
Must be from this list:
Acrobatic, Combat Expertise, Combat Throw, Combat Reflexes, Dead Aim, Defensive Martial Arts, Dodge, Double-Tap, Elusive Target, Far Shot, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point-Blank Shot, Stealthy, Weapon Finesse

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefence BonusReputation Bonus
1st+0+0+1+0Talent+3+0
2nd+1+0+2+0Bonus Feat+4+0
3rd+2+1+2+1Talent+4+1
4th+3+1+2+1Bonus Feat+5+1
5th+3+1+3+1Talent+5+1
6th+4+2+3+2Bonus Feat+6+2
7th+5+2+4+2Talent+6+2
8th+6+2+4+2Bonus Feat+7+2
9th+6+3+4+3Talent+7+3
10+7+3+5+3Bonus Feat+8+3


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PostSubject: Re: Base Classes   Sat Apr 28, 2012 4:12 am

Tough Hero
A Tough hero uses his or her constitution score to sustain hit after hit. Taking a level in this class gives a boost to health and stamina. Better hit points, fortitude, and the ability to shrug off damage defines the Tough Hero. He or she might be built like a truck, have massive endurance, rarely falls ill, and is steadfast in his or her purpose. Typical Tough Heroes include bodyguards, wrestlers, criminals, some military personnel, and law enforcers.

Hit Die: 1d10
Class Skills:  Climb, Concentration, Craft (mechanical, structural), Drive, Intimidate, Knowledge (current events, popular culture, streetwise), Profession, Ride, Spot, and Survival.
Skill Points: 3+Int modifier at each level, x4 at first level.

Talent:
At 1st, 3rd, 5th, 7th, and 9th levels, a Tough Hero selects a talent from their talent trees. So long as the pre-requisites are met, a Tough hero can choose any of them. Unless otherwise stated, no talent can be selected more than once.
Damage Reduction Talent: A Tough hero steels his body against shock and trauma, enabling him to take less damage from enemy attacks. Any of these require at least one talent from the Unbreakable or Energy Resistance talent trees.
Damage Reduction 1/--: The Tough hero ignores 1 point of damage from melee and ranged weapons. Requires one other talent from either the Energy Resistance 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). Requires damage reduction 1/--, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 3/--: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/-- total). Requires damage reduction 1/--, damage reduction 2/--, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

Unbreakable Talent: A Tough hero becomes particularly resilient thanks to the following talents.
Remain Conscious: The Tough hero can continue to perform actions when he or she would otherwise be considered unconscious or dying. When Tough hero's hit points reach -1, he or she can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches death or the Tough hero's hit points return to 1 or higher.
Robust: The Tough hero gains a number of hit points equal to his or her class level as soon as he or she selects this talent and +1 hit point per Tough level after.
Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
Stamina: The Tough Hero can heal naturally twice as fast as normal; requires Robust.
Stay in the Game: If the Tough hero fails a Fortitude saving throw to resist the effects of massive damage, he or she may spend 1 action point to attempt the save again. He or she must accept the results of this second attempt; requires Remain Conscious, Robust, and Stamina.

Energy Resistance Talent: A Tough Hero trains his or her body to take different kinds of damage, aside from simple kinetic or cutting attacks. With one exception, these can be taken in any order.
Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
Improved Resistance: This ability increases the effectiveness of one other talent from the Energy Resistance tree. The Tough Hero chooses one such talent he or she already possesses and doubles its effectiveness. The Tough Hero may take this talent more than once, but each time it must apply to a different talent from the Energy Resistance Talent Tree. Requires one talent from the Energy Resistance talent tree and DR 1/--.

Rage Talent: A Tough Hero practices the art of drawing his or her anger out at will.
Rage: The Tough hero is able to fly into a rage, once per day. He or she spends 1 action point and gains gains a +4 bonus to Strength and Constitution and gains a +2 morale bonus on Will saves, but he or she takes a -2 penalty on Defence. The increase to the hero's Constitution score increases the hero's hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back down to normal. While raging the hero cannot use any Dexterity, Intelligence or Charisma based skills (except for Balance, Escape Artist, Intimidate or Ride); he or she cannot use the Concentration skill, the Combat Expertise feat, nor any skill or feat that requires concentration or mental focus. A fit of rage lasts for a number of rounds equal to 3 + the hero's (newly improved) Constitution modifier. The hero may prematurely end his or her rage. At the end of the rage, the hero loses the rage modifiers and restrictions and becomes fatigued for the duration of the current encounter. This talent may be taken multiple times, each time adding one extra use of Rage per day.

Death’s Door Talent: Though the Tough hero excels at soaking up damage without going down, sometimes even the most talented hero succumbs to the rigours of adventuring life. Tough heroes with talents from this tree have learned to roll with the punches and are extremely hard to kill. In fact, many heroes with these talents seem to reject the notion of death even when a normal man or woman would be killed outright.
Linger On: Whenever the Tough hero is reduced to negative hit points, he or she loses one hit point every other round until stabilized, as opposed to the normal one hit point per round.
Cling to Life: The Tough hero is able to sustain more damage than other heroes and continues to live on when others would die. The Tough hero is considered to be dying from –1 to –14 hit points, and dead at –15 hit points or lower. Prerequisites: Linger On.
Stable Status: The Tough hero may spend one action point to use this talent. Whenever the Tough hero is reduced to negative hit points, he or she stabilizes automatically. Prerequisites: Linger On, Cling to Life

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th levels, a Tough Hero selects a bonus feat. As long as the pre-requisites are met, one may choose any from this list. Must be from this list:
Alertness, Armor Proficiency (light), Athletic, Brawl, Cautious, Combat Martial Arts, Confident, Endurance, Great Fortitude, Improved Damage Threshold, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Grapple, Improved Sunder, Knockout Punch, Power Attack, Toughness.

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefence BonusReputation Bonus
1st+0+1+0+0Talent+1+0
2nd+1+2+0+0Bonus Feat+2+0
3rd+2+2+1+1Talent+2+0
4th+3+2+1+1Bonus Feat+3+1
5th+3+3+1+1Talent+3+1
6th+4+3+2+2Bonus Feat+3+2
7th+5+4+2+2Talent+4+2
8th+6+4+2+2Bonus Feat+4+2
9th+6+4+3+3Talent+5+3
10+7+5+3+3Bonus Feat+5+3


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PostSubject: Re: Base Classes   Sat Apr 28, 2012 4:20 am

Smart Hero
The Smart Hero uses his or her intelligence score to their advantage. This class represents a solid education and aptitude for a technical or academic subject. Uncanny reasoning skills, book knowledge, and the ability to puzzle their way out of any situation characterise the Smart hero--a bright, quick-witted character with great knowledge on any subject.
Examples of Smart Heroes include scientists, researchers, academics, law enforcement or military personnel focusing on strategy and deduction, and many kinds of white-collar professionals.

Hit Die: 1d6
Class Skills: Computer Use, Craft (biological, chemical, electronic, mechanical, structural, pharmaceutical), Decipher Script, Demolitions, Disable Device, Drive, Forgery, Investigate, Knowledge (behavioural science, chemistry, earth and life sciences, physical science, tactics, technology), Navigate, Pilot, Profession, Repair, Research.
Skill Points: 9+Int modifier at each level, x4 at first level.

Talents:
At 1st, 3rd, 5th, 7th, and 9th levels, a Smart Hero selects a talent from the talent trees. So long as the pre-requisites are met, a Smart hero can choose any of them. Unless stated otherwise, no talent may be taken more than once.
Research Talent: a Smart Hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.
Savant: Select one of the skills listed: Computer Use, Craft (any one), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any one), Navigate, Repair, Research, Search. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know, the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero's Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is alien or otherwise unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.

Strategist Talent: a Smart Hero has the brainpower to see the most rational solution in a situation, even strategic or military ones. These talents can be selected in any order.
Exploit Weakness:  After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to out-think his opponent and notices weaknesses in his opponent’s fighting style. Requires one talent from the Research talent tree.

Plan: Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan, the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can't take 10 or 20 when making this check. If successful, he or she adds a +1 circumstance bonus for every time the check exceeds the DC by 5 to all skill checks and attack rolls for the first 3 rounds of combat, subtracting 1 from the bonus for each round afterwards. Requires one talent from the Research talent tree.

Trick: The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 6 squares of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability. Requires one talent from the Research talent tree and Plan.

Adapt: The Smart hero has the ability to use information gleaned from failures to formulate more effective courses of action. This talent may be used both in and out of combat. In combat, if the Smart Hero gets hit by the same opponent three times or more in a single fight, as a full-round action he may attempt an Intelligence check (DC = 10 + opponent’s base attack bonus). This action does not provoke attacks of opportunity. If the check succeeds, for the rest of the fight the Smart hero gains a dodge bonus equal to his class level against all attacks made by that opponent. Outside combat, the Smart Hero may use this ability to bolster an Intelligence-based skill. If the Smart Hero has three times attempted and failed an activity that requires an Intelligence-based skill check to succeed, he or she may attempt an Intelligence check (DC = 10 + the CR or EL of the obstacle). If the check succeeds, the Smart Hero gains an insight bonus equal to his Smart hero level on attempts to overcome this or similar obstacles for the rest of the day. Requires one talent from the Research talent tree and Plan.

Abuse Weakness: If the Smart Hero’s attack roll threatens a critical hit against the current target of his exploit weakness talent, he or she can spend 1 action point to automatically confirm the threat and score a critical hit. Requires one talent from the Research talent tree and Exploit Weakness.

Deduction Talent: The Smart Hero has spent time training his mind to be as efficient, analytical, and rational as possible. This allows him to take full advantage of his learning and experience, but can sometimes make him seem a little distant and emotionless.
Logical: The Smart hero is able to use the theoretical information to help solve real, tangentially-related problems. Choose any Knowledge category in which the Smart hero has 4 or more ranks. He or she gains a synergy bonus equal to his or her Smart level to a related practical skill. The Smart Hero may take this talent multiple times, but each time it must apply to a different Knowledge category. Requires Knowledge (any) 4 ranks.
Talk a Good Game: The Smart Hero has such stunning command of a subject that he or she is able to use it to obfuscate his real meaning or intention. Choose one Knowledge category to which the Smart hero already has applied the Logical talent. When talking about that subject, if a Bluff, Diplomacy, or Intimidate check is called for, the Smart hero may instead use the skill modifier from his Knowledge skill. This talent may be taken multiple times, but each time it must be applied to a different Knowledge category to which the Smart Hero has applied the logical talent; requires Knowledge (any) 4 ranks, Logical.
Implacable: The Smart Hero selects a number of Intelligence-based skills equal to 3 + his Intelligence modifier. When making a check with one of these skills, the Smart Hero can take a 10 even when distracted or under duress. Requires Knowledge (any) 4 ranks, Logical.

Skill Enhancement Talent: The Smart hero is one of the most skilled adventurers around, and the ability to apply his or her knowledge and talents in all situations makes him a valuable addition to the team. Smart heroes with talents from this tree, however, are able to use their skills and manipulate their own abilities to the point where they are not only able but flexible as well.
Competitive Edge: When taking this talent, the Smart hero must select one class skill. The Smart hero’s maximum ranks with that skill are increased by +2. Note that this does not increase the Smart hero’s actual ranks in the skill, only adding to the number of skill points he may invest in any chosen class skill. This talent can be taken multiple times, but only once for any given class skill.
Expanded Knowledge Base: The Smart hero gains an additional 2 skill points per level. Prerequisites: Competitive Edge.
Applied Knowledge: When taking this talent, the Smart hero must select one skill (either class or cross-class). That skill’s relevant ability modifier is replaced by the Smart hero’s Intelligence modifier, allowing the Smart hero to apply his intellect to even the most physical of tasks. Note that any situation that would normally cause the Smart hero to lose his ability bonus to that score does not affect his ability to add his Intelligence modifier to the skill check, unless the situation causes him to lose his Intelligence bonus to skill checks. So, in a situation where a Smart hero might normally be denied his Dexterity bonus to the Pilot skill, he may still use his Intelligence score as the relevant ability for the Pilot skill provided he selected Pilot as the target of this talent. Prerequisites: Competitive Edge, Expanded Knowledge Base.

Advanced Engineering Talent: In future settings, the Smart hero is highly valued due to his or her inherent ability to use technology of all kinds. In fact, since most engineers, scientists, and craftsmen are Smart heroes, they are in many ways the very people that keep the world moving forward. Smart heroes with talents from this tree stand out in their fields as pioneers and brilliant minds at the forefront of their expertise.
Top Shelf Parts: The Smart hero may use superior parts in the construction of his designs, increasing the hardness of any items by +4 and increasing the purchase DC of the raw materials by +2.
Master Craftsman: The Smart hero should select one of his or her Craft skills. Any item the Smart hero crafts using this skill is automatically considered a mastercraft (+1) item, but does not increase the Purchase DC to acquire the raw materials. The time to create the item does not increase. When the Smart hero creates mastercraft items with a greater bonus (+2 or +3), subtract 3 from the Purchase DC to acquire the raw materials. Prerequisites: Top Shelf Parts.

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th levels, a Smart Hero selects a bonus feat. As long as the pre-requisites are met, a Smart hero may choose any from this list. Must be from this list:
Aircraft Operation, Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Spacecraft Operation, Studious, Surface Vehicle Operation, Vehicle Expert, Weapon Focus.

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefence BonusReputation Bonus
1st+0+0+0+1Talent+0+1
2nd+1+0+0+2Bonus Feat+1+1
3rd+1+1+1+2Talent+1+1
4th+2+1+1+2Bonus Feat+1+2
5th+2+1+1+3Talent+2+2
6th+3+2+2+3Bonus Feat+2+2
7th+3+2+2+4Talent+2+3
8th+4+2+2+4Bonus Feat+3+3
9th+4+3+3+4Talent+3+3
10+5+3+3+5Bonus Feat+3+4


Last edited by Better Alex on Thu Dec 29, 2016 9:25 pm; edited 47 times in total
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PostSubject: Re: Base Classes   Sat Apr 28, 2012 4:32 am

Dedicated Hero
The Dedicated Hero utilises their wisdom score to capitalise on their skills. A level in this class represents a focus on willpower, common sense, perception, and intuition. A greater sense of self, purpose, as well as keen senses, make for a Dedicated Hero.
Examples of this type of character are healthcare workers, clergy, activists, military personnel involved in support roles, investigators--whether private or public, and those dedicated to a cause or idea.

Hit Die: 1d6
Class Skills: Craft (biological, pharmaceutical, visual art, writing), Gamble, Handle Animal, Investigate, Knowledge (art, behavioural science, business, civics, current events, earth and life sciences, history, philosophy, physical science, popular culture, streetwise, tactics, technology), Listen, Profession, Research, Sense Motive, Spot, Survival, Treat Injury
Skill Points: 5+Int modifier at each level, x4 at first level.

Talents:
At 1st, 3rd, 5th, 7th, and 9th levels, a Dedicated hero selects a talent from the talent trees. So long as the pre-requisites are met, a Dedicated Hero can choose any of them. Unless otherwise stated, no talent may be taken more than once.
Medicine Talent: A Dedicated Hero hones his skill with first aid and immediate care, and is able to provide better medical assistance.
Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.
Healing Touch 1: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points; requires healing knack.
Healing Touch 2: The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points.; requires healing knack, healing touch 1.

Insight Talent: A Dedicated hero has special insight, deriving from their idealism that guided them into their line of work.
Skill Emphasis: Dedicated hero to choose a single skill and receives a +3 bonus on all checks with that skill, and can be chosen multiple times.
Awareness: A Dedicated Hero has become acutely aware of their surroundings, adding his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise; requires Skill Emphasis.
Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in an ideology, or in a perceived higher power. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check; requires Skill Emphasis.
Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress; requires either Faith or Awareness.
Sixth Sense: When a Dedicated Hero is in a situation where she must select between two or more options or courses of action, he or she may attempt a Will saving throw (DC = 10 + the EL of the encounter). If the save succeeds, the Dedicated Hero can determine which option or course of action is potentially the least dangerous. In this case, “dangerous” is defined as being likely to cause personal injury to the Dedicated Hero or party. It does not mean the option having the greatest chance of success. If two or more of the options are equally safe, the GM should inform the Dedicated Hero that the possible outcomes are equally dangerous (or equally safe). Requires Skill emphasis, either faith or awareness, cool under pressure.

Empathic Talent: A Dedicated hero has an innate sense of empathy, and hones that into a professional knack for psychology and situational analysis.
Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.
Improved Aid Another: The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1; requires Empathy.
Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level; requires Empathy.
Observant: The Dedicated hero is intuitively able to sense a person’s body language, vocal tone, and other nonverbal communications. He or she adds his or her base Will saving throw bonus to all Sense Motive and Gather Information checks; requires Empathy and Skill Emphasis.

Lore Talent: The Dedicated hero always has her ear to the ground, picking up scattered bits of information and lore throughout the world that may yet come in handy some day. As one of the most practical heroes in any adventuring party, a Dedicated hero with a talent from this tree is a fountain of information on many subjects, and much of what she knows comes from everyday knowledge rather than from a textbook.
Fragmented Legend: The Dedicated hero may make Knowledge skill checks untrained. This represents the fragmented pieces of information picked up during the Dedicated hero’s adventures and not any education or formal learning.
Character Assessment: The Dedicated hero learns about a person simply by looking at them. The character makes a Wisdom check, adding the target character’s Reputation modifier to determine the final result. The amount that the Dedicated hero knows about that person is based on the result of their Wisdom check. Consult Table 1-3: Character Assessment Results (Tomorrow's Foundation, page 14) to determine how much information the Dedicated hero gleans from using this talent. Prerequisites: Fragmented Legend.

Starhopper Talent: Since the Dedicated hero is the adventurer most likely to get her hands dirty in any situation, it is no surprise that, once mankind takes to the stars, it is the Dedicated heroes who first beat a worn path through the stars. Most Dedicated heroes with talents from this tree are well travelled in the space lanes and find themselves at home almost anywhere.
Backup Cash: Whenever the chips are down, the Dedicated hero is always able to conjure up just enough money to get by. Whenever the Dedicated hero’s Wealth bonus is +5 or less, she may gain a +4 bonus to one Wealth check. If she elects to do so, once the purchase is complete she loses one additional Wealth point; this Wealth loss is in addition to any reduction in Wealth that would normally result from the purchase.
Fringe Benefits: The Dedicated hero knows his way around the outer edges of space and can turn even the dustiest border town into a palatial resort. Whenever the Dedicated hero purchases any lifestyle items (including meals, lodging, and entertainment items) the purchase DC for that item drops by –4, to a minimum of 1.
Never Lost: When making a Navigate check to plot a course of travel through space, the Dedicated hero may add her Dedicated class level to the check. Additionally, whenever she fails a Navigate check by more than 5 (and thus becomes lost), she automatically finds her way, though the trip still takes twice as long, provided that there is a reasonable expectation that the Dedicated hero would know their way around the area.

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th levels, a Dedicated Hero selects a bonus feat. As long as the pre-requisites are met, a medic may choose any from this list. Must be from this list:
Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Cybernetic Surgery, Deceptive, Dodge, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Poise, Surgery, Track, Weapon Focus, Xenomedic

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefence BonusReputation Bonus
1st+0+1+0+1Talent+1+1
2nd+1+2+0+2Bonus Feat+2+1
3rd+2+2+1+2Talent+2+1
4th+3+2+1+2Bonus Feat+3+2
5th+3+3+1+3Talent+3+2
6th+4+3+2+3Bonus Feat+3+2
7th+5+4+2+4Talent+4+3
8th+6+4+2+4Bonus Feat+4+3
9th+6+4+3+4Talent+5+3
10+7+5+3+5Bonus Feat+5+4


Last edited by Better Alex on Thu Dec 29, 2016 9:16 pm; edited 36 times in total
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PostSubject: Re: Base Classes   Sat Apr 28, 2012 4:41 am

Charismatic Hero
The Charismatic Hero uses his or her charisma score to his advantage. Taking a level in this class represents connecting to other people and honing skills of human interaction. Whether through debate, seduction, or charm, the Charismatic Hero is able use their alluring personality to convince and lead others.
Charismatic Heroes in the world include politicians, persuasive leaders, celebrities, negotiators, gamblers, con artists, spies, and entertainers.

Hit Die: 1d6
Class Skills: Bluff, Craft (visual art, writing), Diplomacy, disguise, Gather Information, Handle Animal, Intimidate, Knowledge (art, behavioural science, business, civics, current events, earth/life sciences, history, philosophy, popular culture, tactics), Listen, Perform (act, dance, keyboard, percussion instrument, stand-up, stringed instrument, wind instrument), Profession, Sense Motive
Skill Points: 7+Int modifier at each level, x4 at first level.

Talents:
At 1st, 3rd, 5th, 7th, and 9th levels, a Charismatic Hero selects a talent from the talent trees. So long as the pre-requisites are met, a Charismatic hero can choose any of them. Unless otherwise stated, no talent may be taken more than once.
Leadership Talent: A Charismatic hero, as a leader of men, has a knack for coordinating and organising people.
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a DC 10 Charisma check, the hero provides any of his or her allies within 6 squares feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must observe, hear, or otherwise understand the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a DC 10 Charisma check. The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally). Requires Coordinate.
Greater Inspiration: The Charismatic hero can inspire his or her allies to even greater heights, bolstering them and improving their chances of success. An inspired ally gains an additional +1 morale bonus on saving throws, attack rolls, and damage rolls, which stacks with the bonus from inspiration for a total of a +3 morale bonus. Prerequisites: coordinate, inspiration.
Crew Commander: Whenever the Charismatic hero occupies the commander, pilot, or copilot position on a ship (or on any other vehicle or vessel that has such positions), the hero may take one Aid Another action as a free action, provided that he is employing Aid Another on another character under his command that round. The Aid Another check is made as normal, and the Charismatic hero may not use this ability on more than one Aid Another action using the same skill in any round. Prerequisites: Coordinate.

Charm Talent: A Charismatic Hero uses his or her charismatic personality to charm his way through indifferent or allied persons.
Charm: The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of a chosen gender. The bonus is equal to the character’s Charismatic level. A Charismatic hero can only charm GM characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile. This ability can be taken more than once (for another gender).

Favour: The Charismatic hero has the ability to acquire minor aid from anyone he or she meets. By making a favour check, a Charismatic hero can gain important information without going through the time and trouble of doing a lot of research. Favours can also be used to acquire the loan of equipment or documents, or to receive other minor assistance. A Charismatic hero spends 1 action point to activate this talent. To make a favour check, roll a d20 and add the character’s favour bonus, equal to the character’s Charismatic level plus their Charisma bonus. The GM sets the DC based on the scope of the favour being requested. The DC ranges from 10 for a simple favour to as high as 30 for formidable and highly dangerous, expensive, or illegal favours. A Charismatic hero can’t take 10 or 20 on this check, nor can the hero retry the check for the same favour. Requires Charm.
Captivate: The Charismatic hero has the ability to temporarily beguile a target through the use of words and bearing. The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt, must be within 6 squares of the hero, must be flat-footed or not in combat, and must be able to see and understand the hero. To captivate a target, the hero must use an attack action and make a DC 15 Charisma check, adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the saving throw fails, the hero becomes the target’s sole focus. The target pays no attention to anyone else for 1 round and remains flat-footed. This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. The effect ends immediately if the target is attacked or threatened. A Charismatic hero can concentrate to keep a target captivated for additional rounds; the target gets to make a new Will save each round. The effect ends when the hero stops concentrating, or when the target succeeds on the save. This is a Mind-Affecting ability. Requires Charm and Favour.

Misdirect: The Charismatic Hero has the ability to encourage opponents to ignore him by making himself appear to be harmless and non-threatening. The target must have an Int score of 3 or more, be within 6 squares of the Charismatic Hero, and take notice of him. To misdirect a target, the hero must use an attack action to make a DC 15 Charisma check, adding his Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist with a Will saving throw (DC = 10 + Charismatic class level + Hero's Charisma modifier) or the target pays no attention to the Hero until the Hero's next turn, allowing the Charismatic Hero to treat the target as unaware; requires Charm and Favour.
Greater Charm: A Charismatic Hero can attempt to improve the attitude of an unfriendly target. The target must be within 6 squares, be able to take notice of him, and have an Int score of 3 or more. The Charismatic Hero may not be holding a weapon or threatening the target in any way. The Charismatic Hero and target make opposed Will saving throws. Each receives a bonus on this saving throw equal to his or her Charismatic level, if applicable. If the Charismatic Hero succeeds, the target’s attitude immediately becomes indifferent toward the hero. If the Charismatic Hero fails, the target’s attitude immediately becomes hostile toward the hero. Requires Charm, Favour, Captivate, and Misdirect.

Fast-Talk Talent: Some Charismatic Heroes climb their way upwards through guile and deception, fast-talking people or playing off their false confidence into getting what they want.
Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. To dazzle a target, the hero must use an attack action and make a DC 15 Charisma check, adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level. This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability. Requires Fast-talk.
Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero. To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability. Requires Fast-talk and Dazzle.

Know Your Enemy Talent: One of the most important parts of the Charismatic hero’s life is that he always knows who is who in any given social situation. This comes in handy in other situations as well, and Charismatic heroes with talents from this tree know this for a fact. Characters with these talents are able to use their wealth of knowledge gleaned from the reputations of their opponents in order to better understand who or what they are up against.
Skill Set: The Charismatic hero may spend one action point to use this talent. When encountering another character, the Charismatic hero may spend one minute determining the target’s skill set. The Charismatic hero then learns which three skills in which the target character has the most skill ranks. Note that the Charismatic hero does not learn how many ranks the target has in those skills, rather only that those three are the skills in which he excels. If the target character has more than three skills with the same number of ranks as the highest number, the Gamemaster chooses which three to reveal to the player.


Power Players: The Charismatic hero may spend one action point to use this talent. When encountering another
character, the Charismatic hero may spend one minute determining the target’s relative experience and power. The Charismatic hero then learns the target character’s total character level. Note that the Charismatic hero does not learn which specific class levels make up the target’s character levels, only the overall total. In addition, the Charismatic hero gains the benefits of the Strengths and Weaknesses talent against the target character. Prerequisites: Skill Set.
Target Acquired: The Charismatic hero may spend one action point to use this talent. When encountering another character, the Charismatic hero may spend one minute determining the target’s combat capability. The Charismatic hero then learns the target’s base Defense score, not including any bonuses provided by feats or talents. In addition, the Charismatic hero gains the benefits of the Skill Set talent and the Power Players talent against the target character. Prerequisites: Skill Set, Power Players.

Instruction Talent: As a master of social skills, the Charismatic hero is one of the best instructors in the world. In settings where the advancement of technology demands ever-increasing levels of technical knowledge, unprepared adventurers can find themselves quickly overwhelmed. Fortunately, Charismatic heroes with talents from this tree can step in and provide a crash course in almost any subject, keeping their allies up to speed in a rapidly changing galaxy.
Each target character can benefit from only one talent from the Instruction Talent Tree at a time, so if an ally is the
target of the Teach Skill target he may not be targeted by any other talent in the tree. Use of this talent requires one hour of uninterrupted time with the target characters. The following talents each allow the Charismatic to impart some knowledge on his allies for a short period of time. For each talent, the number of characters that can be taught is equal to the character’s Charisma modifier, and the duration that the target characters benefit from the talent is equal to five minutes per the Charismatic hero’s class level.

Teach Skill: The Charismatic hero can provide a small amount of education in one skill. The Charismatic hero chooses one skill in which he has placed 4 or more ranks; each target of the Teach Skill talent gains a +2 competence bonus to checks made with that skill. Additionally, the bonus provided by this feat counts as skill ranks for the purposes of determining whether or not the character is considered trained in the skill.

Teach Feat: The Charismatic hero can provide instruction in the use of one feat. The Charismatic hero chooses one feat he possesses; each target of the Teach Feat talent gains the temporary use of that feat, provided that they could normally qualify for that feat. Any characters that cannot qualify for the feat being taught gain no benefit from this talent. Prerequisites: Teach Skill.

Teach Talent: The Charismatic hero can provide instruction in the use of one talent. The Charismatic hero chooses one talent he possesses; each target of the Teach Talent ability gains the temporary use of that talent, provided that they could normally qualify for that feat. A character who cannot qualify for the talent being taught gains no benefit from this talent. Additionally, Teach Talent may not be used to impart the use of any talent from the Instruction Talent Tree on the targets. Prerequisites: Teach Skill, Teach Feat.

Teach Class Feature: The Charismatic hero can provide instruction in the use of one class feature (from an advanced class or prestige class). The Charismatic hero chooses one class feature he possesses; each target of the Teach Class Feature talent gains the temporary use of that class feature, provided that they could normally qualify for that feature (assuming the class feature has any other prerequisites). Any characters that cannot qualify for the class feature being taught gain no benefit from this talent. Prerequisites: Teach Skill, Teach Feat, Teach Talent.

Bonus Feats:
At 2nd, 4th, 6th, 8th, and 10th levels, a Charismatic hero selects a bonus feat. As long as the pre-requisites are met, a Sergeant may choose any from this list. Must be from this list:
Agile Riposte, Cohort, Creative, Deceptive, Dodge, Frightful Presence, Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Low Profile, Point Blank Shot, Renown, Surface Vehicle Operation, Trustworthy, Windfall.

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefence BonusReputation Bonus
1st+0+1+1+0Talent+0+2
2nd+1+2+2+0Bonus Feat+1+2
3rd+1+2+2+1Talent+1+2
4th+2+2+2+1Bonus Feat+1+3
5th+2+3+3+1Talent+2+3
6th+3+3+3+2Bonus Feat+2+3
7th+3+4+4+2Talent+2+4
8th+4+4+4+2Bonus Feat+3+4
9th+4+4+4+3Talent+3+4
10+5+5+5+3Bonus Feat+3+5
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