Professional Documents
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Elysium-Nebula Class-Guide
Elysium-Nebula Class-Guide
The Ambassadors are the only thing holding the humans back from total war. They are
skilled in the arts of diplomacy and bureaucracy. Once a character has chosen to enter the
world of politics they must pledge an allegiance to some authority even if they are only
there to bring it down. Once chosen the allegiance will allow her access to restricted
information from the political body she works for.
Requirements
To qualify to become an Ambassador, a character must fulfill the following
criteria:
Skills; Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and
philosophy) 6 ranks.
Charismatic Hero Talents: Charm, favor.
Allegiances: An Ambassador must pledge her primary allegiance to a faction,
nation, world, or empire and remain a dutiful servant of this body; if the
Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic
Immunity and Open Arms class features (see Class Features, below).
Class Information;
The following information pertains to the Ambassador advanced class.
Hit Die; the Ambassador gains 1d6 hit points per level. The character’s
Constitution modifier applies.
Action Points; The Ambassador gains a number of action points equal to 6 + one-
half her character level, rounded down, every time she attains a new level in this
class.
Class Skills; The Ambassador’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha),
Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history,
theology and philosophy) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Sense Motive (Wis), and Speak Language (none).
Skill Points at Each Level 4 + Int modifier.
Class Features
The following class features pertain to the Ambassador advanced class.
Diplomatic Immunity;
Starting at 1st level, if the Ambassador is arrested for a crime, she can make a
Diplomacy check to invoke her diplomatic credentials and not suffer the usual
legal penalty or punishment. The severity of the crime determines the DC of the
Diplomacy check, and how authorities react if the Ambassador succeeds. See
Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the
crime.
If one of the Ambassador’s consuls (see the select consul class feature, below) is
arrested for a crime and unable to secure her own release, the Ambassador may
intercede on the consul’s behalf. One may aid the other’s Diplomacy check.
An Ambassador who routinely invokes the privilege of diplomatic immunity, either
on her own behalf or to protect her selected consuls is likely to be recalled or
terminated by those she has sworn to represent.
Effect of Successful
Severity of Crime Examples DC
Diplomacy Check
Disturbing the peace, public -2 penalty on
Class 5 intoxication, no injurious traffic 15 subsequent Diplomacy
violation checks in that area
Possession of controlled substance,
injurious traffic violation, operating
-5 penalty on
business without a license,
Class 4 20 subsequent Diplomacy
operating a vehicle or starship
a checks in that area
without a license, assault without a
deadly weapon
Attempted bribery of a public official,
robbery or grand theft, aiding and -10 penalty on
Class 3 abetting a known felon, assault with 25 subsequent Diplomacy
a deadly weapon, possession of a checks in the area
concealed weapon
Murder or manslaughter, fraud,
smuggling, assault against a public Deportation within 2d6
Class 2 30
official, trafficking in controlled hours
substances
Detention pending the
Conspiracy against the government,
diplomatic action by
Class 1 murder of a public official, sabotage 35
character's affiliated
of public utilities
government
Open Arms;
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful
negotiations. She may add a competence bonus equal to one-half her
Ambassador class level on all Diplomacy checks.
Bonus Feats
At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat
must be selected from the following list, and the Ambassador must meet all the
prerequisites of the feat to select it. Attentive, Defensive Martial Arts, Dodge,
Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy.
Information Access;
Starting at 4th level, the Ambassador can make Gather Information checks
without spending money or making Wealth checks, provided she is dealing with
individuals or organizations that are helpful, friendly, indifferent, or unfriendly
toward her or those she represents. Dealing with individuals or organizations that
are hostile requires the Ambassador to make Wealth checks as usual when
using the Gather Information skill.
Stipend;
Skilled diplomats are well paid for their loyalty and dedication, and they are
accustomed to traveling in style. At 5th level, and again at 8th level, the
Ambassador gains a one-time Wealth bonus increase of +4.
Restricted Access. At 7th level, the Ambassador gains clearance to access
restricted files or classified information from any source that recognizes her
faction, organization, nation, world, or stellar empire. She gains a +5 bonus on
Computer Use checks made to defeat computer security and a +5 bonus on
Research checks.
Select Consuls;
At 10th level, the Ambassador may appoint a number of individuals equal to her
Reputation bonus as "consuls" or "attaches". These appointed individuals gain all
the benefits of the diplomatic immunity, information access, and restricted
access class features (described above). The Ambassador may revoke these
privileges at any time and appoint replacement consuls as she sees fit. It takes
1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s
privileges.
Arcane Arranger
The ultimate P.R. person, an Arcane Arranger has his ear to the ground at all
times. He is the one to go to for anything out of the ordinary. If you need the
information he can give it to you, for a price. He also has his hands and name in
many circles and so can easily slip in as one of the guys. He has “friends” every
where and is able to get a hold of any product you need.
A high Intelligence is also useful for the Arcane Arranger, since knowledge is his province.
Requirements:
To qualify to become an Arcane Arranger, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Gather Information 6 ranks, any Knowledge (arcane law,
business, current events, popular culture, or streetwise) 6 ranks.
Class Information: The following information pertains to the Arcane Arranger advanced
class.
Hit Die: Arcane Arrangers gain 1d6 hit points per level. The character's Constitution
modifier applies.
Action Points: Arcane Arrangers gain a number of action points equal to 6 plus one-half
their character level, rounded down, every time they advance a level in this class.
Class Skills: The Arcane Arranger's class skills are: Bluff (Cha), Computer Use (Int),
Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate
(Cha), Knowledge (arcane lore, business, current events, popular culture, streetwise) (Int),
Listen (Wis), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int),
Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level, 7 + Intelligence modifier.
Class Features
The following features pertain to the Arcane Arranger advanced class.
Word on the Street
The Arcane Arranger filters information constantly and remembers everything. Through
regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of
everyday things. The Arcane Arranger can make a Gather Information check on general or
specific information instantaneously, and spends only an hour making a Gather
Information check for restricted information. Retries may be made under normal rules.
Protected information still requires 1d4+1 hours for a check.
The purchase DC for using Gather Information is reduced by 10.
False Allegiance
The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the
Arcane Arranger can successfully emulate an allegiance he knows about. He gains the +2
circumstance bonus on Charisma-based skills when dealing with an individual of the same
allegiance. The allegiance and its bonus is considered in effect until a check is failed, at
which point the false allegiance is revealed. Supernatural and spell-like abilities that
determine allegiance are not affected by the Arcane Arranger's false allegiance ability.
Bonus Feats
At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be
selected from the following list, and the Arcane Arranger must meet all of the prerequisites
for the feat to select it. Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat
Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious,
Trustworthy, Windfall.
Shadow Resources
At 4th level, the Arcane Arranger is well-enough wired into the social system to be able to
get the names and numbers of individuals with particular abilities and talents. Even if
away from his home stomping ground a phone call can produce a contact with the needed
resource. Make a level check, adding all Arcane Arranger levels and any levels of
Charismatic Hero. The difficulty of this task is based on how common the required abilities
are:
Common Skill (Ride, Pilot, Treat Injury) DC 10
Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft
(structural)) DC 15
Rare Skill (skills available for a particular class-Spellcraft, Psicraft, Use Magic Device) DC
20
Specific Feat DC 20
Class Feature (spellcasting, turn undead, psionics) DC 20
Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business)
and the ability to cast the augury spell) DC 25
Finding someone willing to perform activities secretly or illegally DC +5
Finding someone with a specific level of ability
Add desired ranks to DC
A successful check indicates that the individual is available, and the Arcane Arranger
knows about him. It does not guarantee the character contacted will be willing to perform
the requested service-the party requesting the service must still negotiate for that person's
services. An unsuccessful check means that no such individual is immediately known or
available to the Arcane Arranger. This does not negate trying again for a different skill, nor
from trying to locate a skill resource through more traditional methods. The resource the
Arcane Arranger knows about will have total ranks in the needed skill of at least the
Arcane Arranger's total character level +3.
Pack Rat
At 5th level, the Arcane Arranger is considered to have considerable material resources
either at hand or easily and cheaply acquired. When making a Wealth check to determine
if a particular item is "at hand," add the Arcane Arranger class levels as a circumstance
bonus.
Expert in Your Field
At 7th level, the Arcane Arranger is considered a master of connections, such that his
reputation precedes him in his dealings with others. The Arcane Arranger gains a
circumstance bonus equal to his Reputation bonus when making skill checks that are
directly involved with Gather Information and Diplomacy skills. In addition, the Arcane
Arranger may add his Reputation bonus on Wealth checks for new purchases.
Up My Sleeve
At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of
thin air. As a move action, the Arcane Arranger may cause any item currently in his
possession (with a size no greater than Small) to disappear into an extra-dimensional
space. The item becomes impossible to detect by any means, however detect magical
aura spells will reveal a moderate magical aura around the hand that last held the item.
As a move action, the Arcane Arranger can cause the item to reappear in his hand. The
Arcane Arranger may only hide one item at a time in this fashion. At 10th level, the Arcane
Arranger may use this ability to hide a single object of up to Large size or up to three
objects of up to Small size (each of which may be retrieved individually).
Battle Sorcerer
The Battle Sorcerer is a person whose faith has brought them out to expanse in
defense of their ideology. They can be fierce combatants and are never one to
over think a situation. They are steadfast in their beliefs and will share with any
willing to listen.
Requirements
To qualify to become a Bodyguard, a character must fulfill the following criteria
Combat Kineticist
A Kineticist is a character who has turned their budding telekinetic powers into a
fierce fighting style. They gain abilities to mover objects with only the powers of
thought. As they grow stronger they are able to create a weapon of pure thought.
Requirements
To qualify to become a Combat Kineticist, a character must fulfill the following
criteria.
Base Attack Bonus: +3.
Skill: Jump 6 ranks.
Feat: Wild Talent
Class Information
Hit Die The Combat Kineticist gains 1d8 hit points per level. The character's
Constitution modifier applies.
Action Points The Combat Kineticist gains a number of action points equal to 6 +
one-half her character level, rounded down, every time she attains a new level in
this class.
Class Skills The Combat Kineticist's class skills are as follows.
Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (visual arts) (Int), Drive
(Dex), Jump (Str), Knowledge (current events, streetwise) (Int), Profession (Wis),
Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
The following features pertain to the Combat Kineticist advanced class.
Farhand
At 1st level the Combat Kineticist can move light objects with his mind alone.
This ability does not cost the Kineticist anything other than the time to cast it.
She points her finger at an object up to 5lbs in weight and can lift it and move it
at will from a distance. As a move action, she can propel the object as far as 15
feet in any direction, though this eldritch ability ends if the distance between the
Combat Kineticist and the object ever exceeds a range of 25ft + 5ft per level of
Combat Kineticist.
Psi-Blade
At 2nd level, a Combat Kineticist can
manifest a glowing blade of mental
energy. This 1-foot-long blade extends
from the Combat Kineticist's fist and
counts as a small weapon. It can be
manifested as a move action, and it
lasts for as long as the Combat
Kineticist wills it to. Dissipating the
blade is a free action. If dismissed, she
can create another one for free on her
next move action. The psi-blade deals
1d6 points of piercing damage. At 3rd
level, her psi-blade gains a +1
enhancement bonus. At 5th level the
enhancement bonus improves to +2. At
7th level, it improves to +3, and at 9th
level it improves to +4. The Combat
Kineticist can apply the Weapon Focus
or Weapon Finesse feats to her psi-
blade.
Eldritch Tattoo
Starting at 2nd level, a Combat Kineticist can create an arcane tattoo on his
body or someone else's that can be used to invoke an eldritch power. Crafting a
tattoo requires a DC 15 Craft (Visual Arts) check and the expenditure of an Action
Point (if the check is failed the AP is still lost). No tools are required to make this
tattoo, it is imprinted psionically. Optional tattoos are listed below. At the GM's
discretion the Kineticist could learn more tattoos, but they may require better
Craft scores to design.
Eldritch Surge: Grants a +2 bonus to an Ability Score of choice for 30 mins. The
ability it affects must be declared at casting.
Eldritch Mending: Causes the recovery of 1d8 + X hit points where X is the
character's number of Combat Kineticist levels.
War Shout: Is consumed as a free action and can only be used in conjunction
with a standard Charge combat maneuver. The Combat Kineticist emits a psionic
scream as he assaults, granting an additional +2 attack bonus on a charge
action and forcing the charged target to make a Will save (DC 15 + 1/2
Kineticist's level + Kineticist's WIS mod) to resist a Stun effect.
Power Leap: Is consumed to grant a one-time +50 bonus on a Jump check.
Bonus Feats
At 3rd, 6th, and 9th level, the Combat Kineticist gets a bonus feat. The bonus
feat must be selected from the following list, and the Combat Kineticist must
meet all the prerequisites of the feat to select it. Athletic, Blind-Fight, Cleave,
Combat Martial Arts, Combat Reflexes, Combat Throw, Defensive Martial Arts,
Exotic Melee Weapon Proficiency, Focused, Improved Combat Martial Arts, Power
Attack, Weapon Finesse, Weapon Focus.
Psi-Field
At 4th level, a Combat Kineticist can manifest a shield of psychic energy,
outlining her body in a barely perceptible glowing nimbus that provides a +3
force field bonus to Defense. The shield can be manifested for free as a move
action, and it lasts until the Kineticist dismisses it. The Psi-Field is a visible
barrier and looking out of it is distracting. As long as it is erected the Combat
Kineticist suffers a -2 penalty on Spot checks.
Improved Psi-Blade
At 5th level, a Combat Kineticist's psi-blade increases in damage capability. It
now deals 1d8 points of piercing damage on a successful attack.
Telekinesis
At 7th level, a Combat Kineticist improves his telekinetic abilities. The
telekineticist moves objects or creatures by concentrating on them. Depending
on the version selected, the spell can provide a gentle, sustained force, perform
a variety of combat maneuvers, or exert a single short, violent thrust. True
telekinesis is costly for the Combat Kineticist and can only be used once per day.
The Combat Kineticist can gain additional uses each day by spending an action
point.
Sustained Force
A sustained force moves an object weighing no more than 200 pounds up to 20
feet per round. A creature can negate the effect on an object it possesses with a
successful Will save or with spell resistance. This version of the power can last 5
rounds, but it ends if you cease concentration. The weight can be moved
vertically, horizontally, or in both directions. An object cannot be moved beyond
your range. The spell ends if the object is forced beyond the range. If you cease
concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a
lever or rope can be pulled, a key can be turned, an object rotated, and so on, if
the force required is within the weight limitation. You might even be able to untie
simple knots, though delicate activities such as these may require additional
checks - such as a generic Intelligence check.
Combat Maneuver
Alternatively, once per round, you can use telekinesis to perform a bull rush,
disarm, grapple (including pin), or trip. Resolve these attempts as normal, except
that they don't provoke attacks of opportunity, you use your base attack bonus
as normal (for disarm and grapple), but you use your Intelligence modifier in
place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a
reactive attempt by the target (such as for disarm or trip). No save is allowed
against these attempts, but spell resistance applies normally. This version of the
spell can last 5 rounds, but it ends if you cease concentration.
Violent Thrust
Alternatively, the spell energy can be spent in a single round. You can hurl one
object or creature within range toward any target within 50 feet of the target. You
can hurl up to a total weight of 200 pounds per caster level.
You must succeed on a ranged attack roll to hit the target with the using your
base attack bonus + your Intelligence modifier. Weapons cause standard
damage (with no Strength bonus; note that arrows or bolts deal damage as
daggers of their size when used in this manner). Other objects cause damage
ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of
damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they
are allowed Will saves (and spell resistance) to negate the effect, as are those
whose held possessions are targeted by the spell. If a creature is telekinetically
hurled against a solid surface, it takes damage as if it had fallen the distance
thrown (1d6 per 10ft).
Improved Psi-field
At 8th level, a Combat Kineticist's psychic shield improves. It now provides a +6
equipment bonus to Defense.
Ultimate Psi-Blade
At 10th level, a Combat Kineticist's psi-blade increases further in damage
capability. It now deals 2d6 points of piercing damage on a successful attack.
CYBERSURGEON
A Cybersurgeon is a specialized
electrician who has perfected
the art of putting together and
taking apart cybernetic
components. Some
cybersurgeons operate illegally,
using their own implants to aid
them in black market surgeries
under less than ideal
circumstances. Many are
walking surgery rooms, able to
perform cybernetics surgery with
little or no assistance. When
crooks, hunters, or soldiers need
someone to help with any
cybernetic medical problem, it’s
a cybersurgeon they seek out. Of
course what they can put in, the
cybersurgeon's can also take
out. Some become buzzards
who strip expensive cybernetic
devices or even valuable organs
from downed foes to sell on the
black market. These scavengers
are the worst perversion of the
medical occupation, causing pain and maiming their victim to make an easy
credit. However for each illegitimate black market cybersurgeon there are plenty
of noble-minded cybersurgeons who do what they do because cybernetics can
save lives, recover limbs and make people whole again. Others are simply
passionate nerds - just pushing the limits of how technology and organics can be
fused to simply make life easier.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +2 Cybersurgeon +1 +2
2nd +1 +3 +0 +3 Fast Operation +1 +3
3rd +1 +3 +0 +3 Bonus Feat +2 +3
4th +2 +4 +1 +4 Cyber Genius +2 +4
5th +2 +4 +1 +4 Bionic Tolerance +3 +4
6th +3 +5 +2 +5 Bonus Feat +3 +5
7th +3 +5 +2 +5 Integrated Systems +4 +5
8th +4 +6 +2 +6 Maximized System +4 +6
9th +4 +6 +3 +6 Bonus Feat +5 +6
10th +5 +7 +3 +7 Bionic Mastery +5 +7
Requirements
To qualify to become a Cybersurgeon, a character must fulfill the following
criteria.
Skills: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (earth
and life sciences) 6 ranks
Feat: Medical Expert, Surgery
Equipment: Cybernetic tool mount (internal or external): Surgery Kit
Class Information
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the
Cybersurgeon attains a new level in this class.
Class Skills The Cybersurgeon's class skills (and the key ability for each skill) are:
Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (electronic,
mechanical, pharmaceutical), Diplomacy (Cha), Disable Device (Int), Forgery (Int),
Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences,
current events, earth and life sciences, streetwise, technology) (Int), Profession
(Wis), Read/Write Language, Repair (Int), Research (Int), Search (Int), Sense
Motive (Wis), Speak Language, Treat Injury (Wis).
Skill Points at Each Level: 7 + Int modifier.
Class Features
The following features pertain to the Cybersurgeon advanced class.
Cybersurgeon
Starting at first level you gain the extraordinary ability to Craft Cybernetics. You
can build any of the cybernetic attachments described in the Equipment
chapters of this book with the exception of cybernetic components developed by
alien races or opposed political factions. For instance a human brought up in the
United Republic will know how to build any component produced by CyberCorp
but not by Core Cybernetics which is an Independent Coalition company. A
character can learn alien or foreign technology by spending a day training with
someone that has levels in the Cybersurgeon class that belongs to that faction or
race. To build a Cybernetic attachment you must first make a Wealth check to
against the Purchase DC - 2 of the attachment for the components. Reducing the
DC by 2 is equivalent to halving the cost; the components tend to be cheaper
than the full thing. Then you must invest 24 hours in its construction. At the end
of the time you must pass a DC 25 Craft (mechanical) check and a DC 25 Craft
(electrical) check. If both Craft checks succeed the Cybernetic attachment
functions properly and can be installed any time. If either or both checks fail the
attachment's design is flawed; another 24 hours must be spent fixing the
problems, 2 new checks must be made at the end of this time.
Once built you can install the component. You must succeed on a DC 20 Treat
Injury check to install or remove a Cybernetic attachment. If you do not have a
surgery kit or access to a medical facility you take a -4 penalty on the check.
Cybernetic surgery takes 1d4 hours.
Fast Operation
With the aid of built-in surgery tools, a Cybersurgeon can perform surgery faster
than normal. A Cybersurgeon can attempt to perform any surgery faster than
normal. A Cybersurgeon can attempt to perform any surgery in 1/10 the normal
time, for instance a Surgery that would normally take 1 hour will take 6 minutes.
The surgeon takes a -5 penalty on the Treat Injury check. On a failed check, the
surgery fails and the patient takes 2d6 points of damage. A cybersurgeon can't
attempt a fast operation a second time; once a surgery has failed, it takes proper
conditions to attempt again.
Bonus Feats
At 3rd, 6th and 9th level the Cybersurgeon gains a bonus feat. The bonus feat
must be selected from the following list, and the Cybersurgeon must meet all the
prerequisites of the feat to select it. Alertness, Brawl, Builder, Cautious,
Educated, Frightful Presence, Gearhead, Low Profile, Medical Expert, Personal
Firearms Proficiency, Run, Track.
Cybernetic Genius
Starting at 4th level the Cybersurgeon gains a +2 bonus on Craft, Knowledge and
Treat Injury checks dealing with cybernetic implants.
Bionic Tolerance
Starting at 5th level the Cybersurgeon becomes highly tolerant of Cybernetic
attachments. She can take as many Cybernetic attachments of double her
Constitution modifier to a minimum of 2 instead of the normal rules of having as
many as her Constitution modifier with a minimum of 1. Additional slots gained
through the Cybertaker feat are not doubled.
Integrated Systems
A Cybersurgeon becomes comfortable with her cybernetic devices and can use
them more easily and smoothly than a typical cyborg. When using a cyberneticly
integrated weapon she gains a +2 bonus on attack and damage rolls at targets
within 30ft (this stacks with Point Blank Shot). When using a device that grants
access to a skill or gives a bonus to one or more skill the Cybersurgeon gains a
+2 bonus with the relevant skill check. Use of the Cybernetic Tool Mount (Surgery
Kit) for instance grants a +2 on Treat Injury which stacks with the Cybersurgeon's
Cybernetic Genius ability for a total of +4.
Maximized Systems
At 8th level any skill or attack affected by the Integrated Systems class feature is
subject to the Maximized Systems rule as well. Whenever an Action Point is
spent to improve a roll made that is affected by the +2 Integrated Systems bonus
the action point confers a bonus to the roll of 2d6 instead of the normal 1d6.
Bionic Mastery
At 10th level the Cybersurgeon can take a 10 any time she makes a skill check
that is affected by the Integrated and Maximized Systems class abilities.
Requirements
To qualify to become a Daredevil, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Concentration 6 ranks, Drive 6 ranks.
Feat: Endurance.
Class Information
The following information pertains to the Infiltrator advanced class.
Hit Die The Daredevil gains 1d10 hit points per level.
Action Points 6 + one-half character level, rounded down, every time the
daredevil attains a new level in this class.
Class Skills The Daredevil’s class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex),
Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events,
popular culture) (Int), Perform (act) (Cha), Pilot (Dex), Profession (Wis),
Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis),
Swim (Str), Tumble (Dex).
Skill Points at Each Level, 5 + Int modifier.
Class Features
The following features pertain to the Daredevil advanced class.
Fearless
A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on
level checks to oppose Intimidate checks.
Nip-Up
A Daredevil of 2nd level or higher can stand up from a prone position as a free
action that does not provoke an attack of opportunity.
Bonus Feats
At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must
be selected from the following list, and the Daredevil must meet all the
prerequisites of the feat to select it. Acrobatic, Armor Proficiency (light), Armor
Proficiency (medium), Athletic, Brawl, Cautious, Dodge, Force Stop, Improved
Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout
Punch, Mobility, Nimble, Spring Attack, Street fighting, Surface Vehicle Operation,
Toughness, Vehicle Dodge, Vehicle Expert.
Action Boost
This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a
single action in a round. A Daredevil can spend 1 action point, see the result of
the roll, and then decide to spend a second point, as long as he or she does so
before the Game master reveals the result of the action.
Adrenaline Rush
At 5th level, a Daredevil can temporarily increase one of his or her physical ability
scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point
and gets to increase the selected ability score by 1d4+1 points. The increase
lasts for a number of rounds equal to his or her class level. At the end of the
duration, the Daredevil is fatigued for 1d4+1 rounds.
At 8th level, a Daredevil can temporarily increase two physical ability scores. At
the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.
Delay Damage
Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a
single attack or effect for a number of rounds equal to his or her class level.
Damage Threshold
A 10th-level Daredevil increases his or her massive damage threshold by 3
points. This increase stacks with the increase provided by the Improved Damage
Threshold feat.
DEMONOLOGIST
Demonology was the eldritch discipline first studied by the elves during the first
Illithid Wars. Those elves that allowed them selves to study this dark discipline in
order to fend off the alien threat may have saved the Elvish race, but in so doing
damned themselves. Learning demonologists are only able to manifest demons
of moderate power
levels and thus face
little risk themselves,
but more powerful
demonologists can
summon creatures of
truly awesome power
and more
Requirements
To qualify to become a Demonologist, a character must fulfill the following
criteria.
Skills: Bluff 6 ranks, Knowledge (theology and philosophy) 6 ranks, Knowledge
(arcana) 6 ranks.
Allegiance: At the time that the character receives her first level in the
Demonologist advanced class, she must remove Good as an allegiance (if she
previously had such an allegiance). There is no way to look upon demonology as
a good act. At best it is neutral, born out of a need to survive, but demons are
creatures bred purely for destruction.
Special Background Note: Though this class is one of the available classes it
should be noted that in the United Republic of Elysium and in the Independent
Coalition of Human Advancement (but not in the New Elysian Democracy) the
practice Demonology is a crime. There are special divisions of the URE and ICHA
policing forces dedicated to psionic crimes. This is one such crime. If a
demonologist is caught using his powers (summoning) in a public place he may
be arrested and the punishments may be as light as a fine or as severe as a jail
term depending on the type of spell cast. The exact playing out of this is left to
the GM’s discretion. Remember – it is your game, so if you want demonology to
be more accepted you can adjust the universe accordingly.
Class Information
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the
Demonologist attains a new level in this class.
Class Skills
The Demonologist’s class skills are as follows: Concentration (Con), Craft
(chemical, pharmaceutical, visual arts) (Int), Bluff (Cha), Disguise (Cha),
Knowledge (art, behavioral sciences, earth and life sciences, theology and
philosophy) (Int), Perform (sing) (Cha), Profession (Wis), Read/Write Language
(none), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none),
Psicraft (Wis), Spot (Wis), Treat Injury (Wis).
Skill Points at Each Level: 5 + Int modifier.
Class Features
The following features pertain to the Demonologist advanced class.
Affliction
At 1st level, the Demonologist gains the ability to inflict damage with her touch
alone. This ability requires that the Demonologist make an unarmed touch attack
(which provokes an attack of opportunity as normal) but otherwise does not
count as a spell-casting. The amount of damage dealt by the affliction depends
on the level of the caster.
Demonic Companion
Upon reaching 2nd level, a demonologist gains the primary ability of his class.
That is the use of an incredibly intelligent, strong, and loyal companion to serve
her in her battles. This demon can be any creature of the Outsider (Evil) type with
an appropriate CR. At the end of this class are a list of appropriate monster
types. As a rule of thumb (GM's should have final discretion in all cases) a demon
should have a CR lower than half the Demonologist's current level plus Charisma
modifier. Once per day, as a full-round action, a demonologist may magically call
her demon from the infernal realms in which it resides. The demon immediately
appears adjacent to the demonologist and remains for 2 hours per level (total
level, not just demonologist levels) plus the demonologists Charisma modifier.
Recall that an Elysian Day is 26 hours so a total of 13 is required to keep the
demon active for the full period. It may be dismissed at any time as a free action.
The first time a Demon is summoned it costs the Demonologist a single action
point. Thereafter summoning the same demon costs no action points. The
demon is the same creature each time it is summoned, though the demonologist
may release a particular demon from service, allowing him to summon a new
demon of a different type. This is particularly valuable as the higher level the
demonologist becomes the more powerful a companion he can summon. A
demonologist might revert to an older companion - though this will cost an Action
Point as if he had summoned a brand new companion. Each time the demon is
called, it appears in full health, regardless of any damage it may have taken
previously. The demon also appears wearing or carrying any gear it had when it
was last dismissed, including any armor or firearms it might have been carrying.
Should the demonologist’s demon companion drop below 0 hit points, it is
immediately destroyed (not at -10 as per living characters), leaving behind any
equipment it was carrying. The demonologist may not summon another
companion for three days or until she gains a demonologist level, whichever
comes first. Furthermore the moment it dies the demonologist suffers immediate
feedback damage equal to the number of negative hit points the demon had
when it was killed. For instance a demon with 3 hit points remaining who takes
17 hit points from a Railgun is at -14 hit points and is destroyed. 14 hit points of
feedback damage are also dealt to the Demonologist summoner (which could
well result in a double kill if the Demonologist does not have a good fortitude
save or massive damage threshold).
Bonus Feats
At 3rd, 6th, and 9th level, the Demonologist gets a bonus feat. The bonus feat
must be selected from the following list, and the Demonologist must meet all of
the prerequisites for the feat to select it. Alertness, Archaic Weapons Proficiency,
Armor Proficiency (light), Attentive, Creative, Dodge, Educated, Empower Turning,
Improved Turning, Renown, Trustworthy, Windfall.
The Demonologist may also take the Drow Racial Talent Tree talents as bonus
feats, taking them in the appropriate order. These allow the Demonologist to
summon creatures in addition to the Demonic Companion granted by the class.
Combat Casting
At 4th level, the Demonologist becomes adept at casting spells during combat.
She can cast her Affliction spells without provoking an Attack of Opportunity
(effectively treating them as armed attacks instead of unarmed strikes). When
summoning a demon she gets a +4 bonus on Concentration checks made to
cast on the defensive.
Blood Bond
Starting at 5th level the Demonologist can confer any amount of damage he
suffers to his demonic companion if he so chooses. In effect the Demonic
Companion will always die before the Demonologist does.
Dark Sacrifice
At 6th level, the Demonologist can sacrifice his companion. This is a full round
action taken by the Demonologist in his own turn and its effects are worked out
immediately (not in the demon's turn). When the Demonologist uses this ability
the companion explodes in a shower of black acid, engulfing anyone in a 20ft
radius. The black acid splash deals Xd6 points of damage where X is the hit dice
of the Demon sacrificed. Targets struck can attempt a DC 15 reflex save for half
damage. In addition the Demonologist gains a number of hit points equal to the
number of hit points the Demon had remaining when it was sacrificed. This
ability ignores the normal 'feedback' damage a Demonologist suffers when its
Demonic Companion is killed. The demonologist does not have to wait the
compulsory 30 day waiting period between demons, but cannot resummon this
demon and this is obliged to pay the Action Point cost of summoning a new
demon (even if it ends up being of the same type).
Turn or Rebuke Humanoids
Starting at 8th level, the Demonologist gains the supernatural ability to affect
humanoids, allowing her to command them or drive them off in the fashion of the
Acolyte's turn undead ability. The Demonologist's allegiance does not affect the
type of effects she has on humanoids. Unlike other turning abilities, the
Demonologist must spend an action point to turn or rebuke humanoids. A
Demonologist may turn, rebuke, command or bolster humanoids. She cannot
destroy the targeted humanoids with this ability, nor can she dispel the turning of
another individual.
Demonic Apotheosis
At 10th level, the Demonologist is possessed by a spirit of destruction. In effect
she attains Demonhood. This confers the following benefits:
DR 10/- (this DR over-rides, does not stack with, additional DR’s from forcefields
or other sources), Spell Resistance 20, +3 Natural Armour, natural attacks 1d6 +
Strength claws and a 1d4 + 1/2 Strength bite attack, and a +2 profane bonus on
the physical ability score Strength, Constitution and Dexterity.
In addition the Demonic Apotheosis causes the following physical
transformations: the growth of horns (size and appearance at player discretion),
fangs, clawed hands and the development of an unnatural skin color: obsidian
black, blood red, or vomit green.
Dogfighter
Ace pilot, reckless manic, and egotistical jerk have all been used to describe the
Dogfighter. He is at his best under pressure and threat of death. The maneuvers
he can pull off will stun even the most veteran soldiers and keep the enemy on
their toes. He will keep his ship together long after it should have come apart.
Requirements
To qualify to become a Dogfighter, a character must fulfill the following criteria.
Skills: Pilot 6 ranks
Feats: Starship Operation (ultra light)
Base Reflex Save: +2
Class Information
Hit Die: The Dogfighter gains 1d8 hit points per level. The character’s
Constitution modifier applies.
Action Points: The Dogfighter gains a number of action points equal to 6 + one-
half his character level, rounded down, every time he attains a new level in this
class.
Class Skills: The Dogfighter’s class skills are as follows: Bluff (Cha), Computer
Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture,
streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair
(Int)
Skill Points at Each Level 4+ Int modifier.
Class Features
The following class features pertain to the Dogfighter advanced class.
Bonus Feats
At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat
must be selected from the following list, and the Dogfighter must meet all the
prerequisites of the feat to select it. Blind-Fight, Brawl, Gear head, Improved
Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship
Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe,
Zero-G Training.
Defender of the Universe
Starting at 2nd level, a Dogfighter applies his Reputation bonus to the die result
whenever he spends an action point to modify an attack roll, skill check, ability
check, or saving throw made aboard a starship.
Shake, Rattle, and Roll
At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire.
The Dogfighter must declare that he is using this ability before making the attack
roll (thus, a failed attack roll ruins the attempt). A starship damaged by the
Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers
(pilots and gunners included) aboard the shaken ship take a -2 penalty on attack
rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability
once per day at 4th level, twice per day at 7th level, and three times per day at
10th level.
To the max!
At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s
engines, increasing its tactical speed by +500 feet. The Dogfighter must be
piloting the ship to increase its tactical speed.
Keep It Together
At 8th level, a Dogfighter can continue to operate a starship even after it has
been reduced to negative hit points and has begun breaking apart. The ship may
take one move action or one attack action each round. However, the ship cannot
be repaired and continues to lose 1 hit point per round; exploding once it
reaches its destruction threshold. The Dogfighter and all other personnel aboard
the ship are considered shaken, taking a -2 penalty on attack rolls, saving
throws, and skill checks.
Dreadnaught
With a great surge of energy the Dreadnaught forces back her enemies allowing
her party time for a counter attack. The most fearsome thought of any person
faced with this opponent is that she will never back down. As she grows in her
talents her defenses become more resolute and her strength more impressive.
Requirements
To qualify to become a Dreadnought, a character must fulfill the following
criteria.
Skills: Intimidate 6 ranks
Feats: Improved Damage Threshold
Talents: Any two Tough hero talents.
Eldritch Slayer
After the Illithid wars the Drow demon summoners began to release control of
their demons, thinking they had sent them back to where they came from. This
was wrong. The newly released demons began opening gate ways of their own
and bringing forth their brethren into our universe. To combat this new threat to
the nebula and elite fighting force was created. The Eldritch Slayers were first
found on the Drow planets but as the demons spread as to did the Slayers. Many
planets the have outlawed demonology have special policing teams of Slayers.
The character that enters into this class will come to have great powers to use
against the demons and their kin and would be an asset to a party who has to
deal with such creatures.
Requirements
To qualify to become an Eldritch Slayer, a character must fulfill the following
criteria.
Base Attack Bonus: +3
Feat: Archaic Weapons Proficiency.
Allegiance: An Eldritch Slayer must have allegiance (good). If they lose such
allegiance they can no longer continue further in the class. They do, however,
retain all abilities of the class up to the point of change.
Class Information
The following information pertains to the Shadow Slayer advanced class.
Hit Die: The Eldritch Slayer gains 1d8-hit points per level. The character’s
Constitution modifier applies.
Action Points: The Eldritch Slayer gains a number of action points equal to 6 +
one-half his character level, rounded down, every time he attains a new level in
this class.
Class Skills: The Eldritch Slayer’s class skills are as follows: Balance (Dex), Climb
(Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str),
Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis),
Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak
Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 2 + Int modifier.
Class Features
The following features pertain to the Eldritch Slayer advanced class.
Detect Eldritch
An Eldritch Slayer is uncannily aware of the denizens of Aether and the true
nature of reality. Once per day per the Slayer’s level in this advanced class, the
Eldritch Slayer can sense the presence of a denizen of Aether. In most
campaigns any creatures other than humans, animals, and vermin are
considered denizens of Aether. Using this talent is an attack action that requires
concentration. It has a range of 30 feet and Creature/Object Rating
lasts as long as the Slayer concentrates, up to Outsider HD
a number of rounds equal to the Slayer’s level
Caster level x
in this advanced class. The amount of Magic item or spell
1/2
information gleaned by this uncanny
awareness depends on how long the Slayer Aberration, construct,
focuses his attention. dragon, elemental, HD x 1/2
1st Round: Presence or absence of Aether undead creature
creatures. All other denizens of
HD x 1/5
2nd Round: Number of Eldritch auras Aether
(creatures or objects of Aether) in the area and the power of the strongest
eldritch aura present. If the power of the strongest eldritch aura is overwhelming,
and has a rating of at least twice the Eldritch Slayer’s character level, the Slayer
is stunned for 1 round and the use of this ability ends. While stunned, the Slayer
can’t act, he loses any Dexterity bonus to Defense, and attackers gain a +2
bonus on attacks made against him.
3rd Round: The power of each eldritch aura in the area becomes clear. If an aura
is outside the Slayer’s line of sight, then he discerns its direction but not its exact
location.
Eldritch Aura Rating Aura Power
A creature of Aether emanates an aura that 1 or lower Faint
links it to the supernatural dimension. The 2-4 Moderate
power of an eldritch aura depends on the type 5-10 Strong
of creature or object emitting the aura and its 11 or higher Overwhelming
Hit Dice or caster level.
If an aura falls into more than one strength category (for instance, if a creature
and a magic item are in the same
place and each emits an aura), the Original Aura Power Duration
ability indicates the stronger of the Faint 1d6 minutes
two. Moderate 1d6x10 minutes
How long an Eldritch aura lingers Strong 1d6 hours
after the creature or object has Overwhelming 1d6 days
vacated the location depends on the
aura’s original strength. Each round, an Eldritch Slayer can turn to detect the
presence of Eldritch in a new area. The ability can penetrate barriers, but 1 foot
of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it.
Eldritch Immunity
At 2nd level, an Eldritch Slayer gains damage reduction against the natural
weapons of the denizens of Aether (claws bite, and so on). Eldritch immunity
doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous
effects. The damage reduction is equal to one-half of the Slayer’s level in this
advanced class, rounded down.
Bonus Feats
At 3rd, 6th, and 9th level, the Eldritch Slayer gets a bonus feat. The bonus feat
must be selected from the following list, and the Eldritch Slayer must meet all the
prerequisites of the feat to select it. Acrobatic, Advanced Combat Martial Arts,
Alertness, Cleave, Combat Reflexes, Defensive Martial Arts, Elusive Target, Exotic
Melee Weapon Proficiency, Great Cleave, Power Attack, Unbalance Opponent.
Slayer Weapon
At 4th level, an Eldritch Slayer gains the ability to empower any melee weapon he
wields. An empowered weapon behaves like a magic weapon in the hands of the
Eldritch Slayer, providing an enhancement bonus equal to one-half of the
Slayer’s level in this advanced class, rounded down. (At 4th level, the
enhancement bonus is +2.) This bonus allows the weapon to deal extra damage
and to hurt creatures with damage reduction. Any melee weapon can be
empowered by the Eldritch Slayer, including the Shadow Slayer’s unarmed
strikes. It takes a full-round action to empower a weapon. An empowered
weapon only acts as an empowered weapon in the hands of the Eldritch Slayer
who empowered it. The enhancement bonus lasts for a number of rounds equal
to the Eldritch Slayer’s level in this advanced class.
Eldritch Enemy
At 5th and 7th level, an Eldritch Slayer selects a type of Æther creature as a
favored enemy. Due to his extensive study of these foes and training in the
proper techniques for combating them, the Eldritch Slayer gains a +1 bonus on
Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills
against creatures of this type. He also gets a +1 bonus on weapon damage rolls
against creatures of this type. At each level after 5th, the Eldritch Slayer may
add +1 to the value of the bonus against each of his favored enemy types.
Enemy type: Aberration, Fey, Giant, Undead, Lycanthrope, Dragon, Elemental,
Magical Beast, Monstrous Humanoid, Ooze, and Outsider.
Fast Healing
Starting at 8th level, an Eldritch Slayer gains the ability of fast healing. Every
round, the Eldritch Slayer recovers a number of hit points equal to one-half his
level in this advanced class. So, as an 8th-level Eldritch Slayer, he recovers 4 hit
points every round.
Word of Slaying
At 10th level, an Eldritch Slayer comes into his full
power. By spending 1 action point and using an HD Effect
attack action, the Eldritch Slayer can utter a word 12 or more Dazed
of power that can devastate creatures of Aether. 8-11 Stunned
The word of slaying affects any denizens of 4-7 Paralyzed
Eldritch within 15 feet of the Slayer. The ill effects
depend on the Hit Dice of the creatures, as shown 3 or less Killed
below. A dazed creature can’t act for 1d4 rounds. A stunned creature is stunned
for 2d4 rounds. A paralyzed creature can’t move or act for 1d10 minutes. A killed
creature dies (if it is living) or is destroyed (if it is a construct or an undead).
Engineer
The best person to have on board your ship? The Engineer! If you have anything
that doesn’t work or don’t have the tool for the job he can get you up and
running. With a mastery for the mechanical and robotic he will be the man of
choice after a battle to fix what is broken or before to get you out of it.
Requirements
To qualify to become an Engineer, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6
ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.
Class Information
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +0 Builder, Improve Kit(+1) +0 +0
2 nd +1 +2 +2 +0 Quick Craft, Superior Repair +1 +0
3 rd +2 +2 +2 +1 Bonus Feat +1 +1
4th +3 +2 +2 +1 Improve Kit(+2), Reconfigure Weapon, Sabotage +1 +1
5 th +3 +3 +3 +1 Craft XP Reserve, Quick Craft +2 +1
6th +4 +3 +3 +2 Craft XP Reserve, Bonus Feat +2 +2
7 th +5 +4 +4 +2 Craft XP reserve, Improve Kit(+3), Quick Fix +2 +2
8 th +6 +4 +4 +2 Craft XP Reserve, Weapon Upgrade +3 +2
9th +6 +4 +4 +3 Craft XP Reserve, Bonus Feat +3 +3
10 th +7 +5 +5 +3 Craft XP Reserve, Unflustered +3 +3
Hit Die: The Engineer gains 1d6 hit points per level. The character’s Constitution
modifier applies.
Action Points: The Engineer gains a number of action points equal to 6 + one-half
his character level, rounded down, every time he attains a new level in this class.
Class Skills: The Engineer’s class skills are as follows: Computer Use (Int), Craft
(electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex),
Knowledge (physical sciences, technology) (Int), Navigate (Int), Pilot (Dex),
Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int), Speak
Language (none).
Skill Points at Each Level 7 + Int modifier.
Class Features
The following class features pertain to the Engineer advanced class.
Builder
At 1st level, the Engineer gains the bonus feat Builder.
Improve Kit (+1)
An engineer can use his know-how to upgrade an electrical or mechanical tool kit
at no additional cost.
Electrical Tool Kit, Basic
For the cost of a basic electrical tool kit, an Engineer can assemble a master
craft (+1) version of the kit that grants a +1 equipment bonus on all Repair
checks made to fix electrical devices.
Electrical Tool Kit, Deluxe
For the cost of a deluxe electrical tool k it, an Engineer can assemble a master
craft (+1) version that grants a +3 equipment bonus (instead of the usual +2
equipment bonus) on all Repair checks made to fix electrical devices and a +1
equipment bonus on all Craft (electrical) checks.
Mechanical Tool Kit, Basic
For the cost of a basic mechanical tool kit, an Engineer can assemble a master
craft (+1) version of the kit that grants a +1 equipment bonus on all Repair
checks made to fix mechanical devices.
Mechanical Tool Kit, Deluxe
For the cost of a deluxe mechanical kit, an Engineer can assemble a master craft
(+1) version that grants a +3 equipment bonus (instead of the usual +2
equipment bonus) on all Repair checks made to fix mechanical devices and a +1
equipment bonus on all Craft (mechanical) and Craft (structural) checks.
Quick Craft
At 2nd level, an engineer learns how to craft ordinary scratch-built electronic,
mechanical, and structural objects more quickly than normal.
When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to
build an ordinary scratch-built item, the Engineer reduces the building time by
one-quarter.
At 5th level, the Engineer reduces the building time of ordinary objects and
master craft objects by half.
Superior Repair
At 7th level, an Engineer learns improved ways of repairing robots, vehicles,
mecha, starships, and cybernetic attachments.
An Engineer with a mechanical tool kit and an appropriate facility (a workshop,
garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or
cybernetic attachment. (Without a Repair Check
mechanical tool kit, the Engineer takes Damage Repaired
Result
a -4 penalty on the Repair check.) With
Less than 20 None
1 hour of work, the engineer can
restore a number of hit points based on 20-29 2d6 + Engineer class level
his Repair check result, as shown in 30-39 3d6 + Engineer class level
Table: Superior Repair. If damage 40+ 4d6 + Engineer class level
remains, the Engineer may continue to make repairs for as many hours as
needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic
attachment.
Bonus Feats
At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must
be selected from the following list, and the Engineer must meet all the
prerequisites of the feat to select it. Aircraft Operation (spacecraft), Builder,
Cautious, Gear head, Master crafter, Salvage, Surface Vehicle Operation, Vehicle
Expert, Zero-G Training.
Improve Kit (+2)
At 4th level, the Engineer can assemble master craft (+2) electrical and
mechanical tool kits. This ability works as the 1st-level improve kit class feature,
except the equipment bonuses improve by an additional +1.
Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving
one aspect of it. Reconfiguring a weapon requires 1 hour of work and a
successful Repair check (DC 20); reconfiguring a master craft weapon is slightly
harder (DC 20 + the weapon’s master craft bonus feature). An Engineer may
take 10 or take 20 on this check.
The reconfiguration imposes a -1 penalty on attack rolls made with the weapon
but grants one of the following benefits indefinitely:
Changed Rate of Fire
Changes the rate of fire from single shot to semi-automatic, semi-automatic to
full automatic, full auto to semi-auto, or semi-auto to single shot.
Greater Ammo Capacity
The reconfigured weapon can hold 50% more ammunition than normal. This
benefit applies only to weapons that take ammunition.
Greater Concealment
The reconfiguration grants a +2 bonus on Sleight of Hand checks made to
conceal the reconfigured weapon.
Greater Range Increment
The reconfigured weapon’s range increment increases by 10 feet. This benefit
applies only to weapons with range increments.
Signature Shooter
The weapon is reconfigured for a single individual’s use only and is treated as a
unique exotic weapon. Anyone else who uses the weapon takes a -4 no proficient
penalty on attack rolls.
Weapons can be reconfigured multiple times; each time a weapon is
reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon
reconfiguration requires 1 hour and a successful Disable Device check (DC 20 +
the Engineer’s class level).
Sabotage
At 4th level and beyond, the Engineer can sabotage an electrical or mechanical
object so that it operates poorly. The Engineer must succeed on a Disable Device
check (DC 20) to accomplish the downgrade, and sabotaging a master craft
object is slightly harder (DC 20 + the master craft object’s bonus feature).
Noticing the Engineer’s handiwork without first testing the sabotaged device
requires a successful Search check (DC = the Engineer’s Disable Device check
result). Fixing the sabotaged item requires a successful Repair.
Sabotage Device
As a full-round action, the Engineer can reconfigure a device with electrical or
mechanical components so that anyone who uses it suffers a penalty equal to
the Engineer’s class level on skill checks made to use the device.
Sabotage Weapon
As a full-round action, the Engineer can sabotage a weapon so that it misfires or
breaks the next time it is used. A sabotaged weapon cannot be used effectively
until repaired. This use of sabotage also applies to vehicle and starship weapons.
Craft XP Reserve
Starting at 5th level, an Engineer with the Master crafter feat can build master
craft electronic and mechanical devices without investing as much of himself in
the process.
At 5th level and every level thereafter, an Engineer gains a special reserve of
experience points equal to 100 - his Engineer class level. These extra experience
points are separate from experience gained through level advancement and can
only be used to make master craft items; they do not count toward level gain.
An Engineer must spend the extra experience points he gains at each level, for
when the Engineer gains a level; he loses any unspent experience points in his
reserve.
Improve Kit (+3)
At 7th level, the Engineer can assemble master craft (+3) electrical and
mechanical tool kits. This ability works as the 4th-level improve kit class feature,
except the equipment bonuses improve by an additional +1.
Quick Fix
At 7th level, the Engineer can repair a mechanical or electrical device in half the
normal time; see the Repair skill description for normal repair times. However,
cutting the repair time increases the Repair check DC by 5.
Weapon Upgrade
At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as
well as weapon systems aboard vehicles, mecha, or starships.
The Engineer must spend 1 hour tinkering Handheld/Robot Weapon Upgrade DC
with the weapon, after which he must Weapon also dazes target for 1 round 25
succeed at a Craft (mechanical) check. Weapon also knocks target prone 30
The DC varies depending on how the
Weapon leaves target shaken for 1d4 rounds 35
weapon is modified, as shown in Table:
Weapon Upgrade. If the skill check fails, Weapon also stuns target for 1d4 rounds 40
the attempt to modify the weapon also Vehicle/Mecha/Starship Weapon Upgrade DC
fails, although the Engineer may try again. Weapon deals an extra two dice of damage 25
(The engineer may take 20 on the skill Weapon ignores 5 points of target’s
30
check, but the upgrade takes 20 hours to hardness/DR
complete.) An upgraded weapon has a Weapon’s critical hit multiplier increases by 1 35
10% chance of breaking after each time it Weapon ignores 10 points of target’s
is used; it cannot be used again until 40
hardness/DR
repaired, and repairing it requires 1 hour
and a successful Repair check (DC 40).
Unflustered
A 10th-level Engineer can perform complicated tasks without provoking attacks
of opportunity from adjacent foes.
During any round in which the Engineer uses the Computer Use, Craft,
Demolitions, Disable Device, or Repair skill, he can first make a Concentration
check (DC 15) to use the desired skill without provoking attacks of opportunity.
Making the Concentration check doesn’t cost the Engineer an action. He may
take 10 on the Concentration check, but he cannot take 20.
Explorer
Requirements
To qualify to become an Explorer, a character must fulfill the following criteria.
Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical
sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks.
Dedicated Hero Talent: Aware
Class Information
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +1 Explorer lore, Survivalist +1 +0
2nd +1 +2 +2 +2 Resolve, skilled searcher +1 +0
3rd +2 +2 +2 +2 Bonus feat +2 +1
4 th +3 +2 +2 +2 Trap sense (+1) +2 +1
5 th +3 +3 +3 +3 Extra step +3 +1
6th +4 +3 +3 +3 Bonus feat +3 +2
7th +5 +4 +4 +4 Trap sense (+2) +4 +2
8th +6 +4 +4+ +4 Explorer’s evasion +4 +2
9th +6 +4 +4 +4 Bonus feat +5 +3
10 th +7 +5 +5 +5 Extra step, trap sense (+3) +5 +3
Hit Die
The Explorer gains 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
The Explorer gains a number of action points equal to 6 + one-half her character
level, rounded down, every time she attains a new level in this class.
Class Skills
The Explorer’s class skills are as follows:
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int),
Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Investigate (Int),
Jump (Str), Knowledge (arcane lore, art, earth and life sciences, history, physical
sciences, theology and philosophy) (Int), Listen (Wis), Navigate (Int), Pilot (Dex),
Read/Write Language (none), Research (Int), Ride (Dex), Search (Int), Sense
Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat
Injury (Wis)
Skill Points at Each Level 7 + Int modifier
Class Features
The following class features pertain to the Explorer advanced class.
Explorer Lore
An Explorer picks up stray and obscure facts during her adventures. She may
make a special Explorer lore check with a bonus equal to her Explorer class level
+ her Intelligence modifier to see whether or not she knows some relevant
knowledge about notable people, legendary items, or noteworthy places. If the
Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on
this check. She may take 10 but cannot take 20 on this check.
An Explorer lore check does not reveal the powers of a magic or psionic item but
may give some hint as to its general function; an Explorer may not take 10 or
take 20 on this check.
DC Type of Knowledge Examples
10 Common, known by at least a A local official’s hobbies and interests;
substantial minority of the local common legends or rumors about a
population. powerful place of mystery.
20 Uncommon but available, known by The coordinates of a known but
only a few people in the area. uncharted world; legends or rumors
about a powerful psionic artifact.
25 Obscure, known by few, hard to come The customs of a documented alien
by. species; the true home world of an
ancient royal dynasty.
30 Extremely obscure, known by very The most likely location of a long-lost
few, possibly forgotten by most whom pharaoh’s tomb; the history of a
once knew it, possibly known only by powerful artifact and its creator; the
those who don’t understand the likely coordinates of a fabled but as-
knowledge’s significance. yet-undiscovered planet.
Survivalist
At 1st level, the Explorer gains the bonus feats Guide and Track.
Resolve
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her
Explorer class level (rounded down) on saving throws to resist fear effects and
Intimidate checks.
Skilled Searcher
When actively searching for secret doors or traps, an Explorer of 2nd level or
higher gains a bonus on her Search checks equal to one-half her Explorer class
level (rounded down).
Bonus Feats
At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be
selected from the following list, and the Explorer must meet all the prerequisites
of the feat to select it. Action Boost, Advanced Two-Weapon Fighting, Aircraft
Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge,
Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon
Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved
Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble,
Renown, Spacer, Street fighting, Studious, Track, Two-Weapon Fighting, Vehicle
Expert.
Trap Sense
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from
traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to Defense against attacks made by traps.
These bonuses rise to +2 at 7th level and +3 at 10th level.
Extra Step
An Explorer of 5th level or higher can spend an action point to take an extra 5-
foot step during her turn, as a free action. This extra 5-foot step does not
provoke attacks of opportunity. At 10th level, the Explorer can take the extra 5-
foot step without spending an action point.
Explorer’s Evasion
If an Explorer of 8th level or higher is exposed to any effect that normally allows a
character to attempt a Reflex saving throw for half damage, the Explorer suffers
no damage if she makes a successful saving throw. If the Explorer already has
evasion, she gains improved evasion instead. Improved evasion works similar to
evasion, except the Explorer suffers only half damage on a failed saving throw.
Field Officer
Requirements
To qualify to become a Field Officer, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.
Feats: Personal Firearms Proficiency.
Class Information
Level BAB Fort Ref Will Special D.B. Rep
1 st +1 +0 +0 +2 Leadership +1 +1
2nd +2 +0 +0 +3 Uncanny Survival +1 +1
3 rd +3 +1 +1 +3 Bonus Feat +2 +1
4 th +4 +1 +1 +4 Tactical Expertise +2 +2
5th +5 +1 +1 +4 August Leadership +3 +2
6 th +6 +2 +2 +5 Bonus Feat +3 +2
7th +7 +2 +2 +5 Tactical Mastery +4 +3
8 th +8 +2 +2 +6 Commanding Presence +4 +3
9 th +9 +3 +3 +6 Bonus Feat +5 +3
10th +10 +3 +3 +7 Action Trust +5 +4
Hit Die
The Field Officer gains 1d8 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Field Officer gains a number of action points equal to 6 + one-half his
character level, rounded down, every time he attains a new level in this class.
Class Skills
The Field Officer’s class skills are as follows: Bluff (Cha), Computer Use (Int),
Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge
(behavioral sciences, civics, history, physical sciences, tactics, theology and
philosophy), Read/Write Language (none), Sense Motive (Wis), and Speak
Language (none).
Skill Points at Each Level 4 + Int modifier
Class Features
The following class features pertain to the Field Officer advanced class.
Leadership
By providing supervision and guidance, a Field Officer can improve an ally’s
chances of succeeding at a skill check. Instead of making a skill check to aid
another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10
or take 20 on the check. Success grants a competence bonus on the ally’s skill
check equal to the Field Officer’s Charisma bonus or Reputation bonus,
whichever is greater. The ally must be within sight and hearing distance of the
Field Officer and must be able to understand him. A Field Officer cannot use this
ability on himself.
Uncanny Survival
Beginning at 2nd level, a Field Officer can add one-half his class level to his
Defense for 1 round, once per day. (The bonus applies to the Field Officer’s
touch and flat-footed Defense, as well.) He must declare he is doing this at the
beginning of his turn, and the Defense bonus lasts until his next round of
actions.
Bonus Feats
At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat
must be selected from the following list, and the Field Officer must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor
Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor
Proficiency (powered), Combat Expertise, Dodge, Improved Initiative, Iron Will,
Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run.
Tactical Expertise
Starting at 4th level, as a full-round action, a Field Officer can use his tactical
knowledge to coordinate allies. Allies to be affected must be within sight and
hearing distance of the Field Officer and must be able to understand him.
The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 +
the number of allies affected. He cannot take 10 or take 20 on the check. If the
check succeeds, all affected allies gain a competence bonus on attack rolls or a
dodge bonus to Defense equal to the Field Officer’s Reputation bonus. The Field
Officer chooses which of the two benefits to impart and must impart the same
benefit to all affected allies. The benefits last for 1 round.
If the check fails, the Field Officer’s allies gain no benefit, but the action is still
spent. A Field Officer cannot apply the benefits of this ability to himself.
August Leadership
The Field Officer gains this ability at 5th level. It works like the leadership ability
(see above), except the Field Officer adds his Charisma bonus and his
Reputation bonus to the ally’s skill check.
Tactical Mastery
At 7th level, the Field Officer requires less time to direct his allies. This ability is
similar to tactical expertise (see Tactical Expertise, above) but requires an attack
action instead of a full-round action.
Commanding Presence
At 8th level and beyond, a Field Officer can use an attack action and his
commanding presence to enable an ally or weaken a single foe’s resolve.
Enabling an ally requires an attack action and a successful Diplomacy check (DC
20). If the check succeeds, the Field Officer can negate any one of the following
harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated,
panicked, shaken, or stunned. The ally to be affected must be within sight and
hearing distance of the Field Officer and must be able to understand him.
The Field Officer cannot use this ability on himself.
Weakening a foe’s resolve requires an attack action and a successful Intimidate
check (DC = target’s level check). If the check succeeds, the target is shaken for
a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the
Field Officer’s Charisma modifier. The target must be within sight and hearing
distance of the Field Officer and must be able to understand him. A target that
resists the Field Officer’s attempt to weaken its resolve is immune to the Field
Officer’s use of this ability for 24 hours.
Action Trust
At 10th level, the Field Officer’s mere presence inspires, safeguards, and
motivates his allies. As a free action, a Field Officer may spend one of his action
points to modify an ally’s attack roll, skill check, ability check, level check, or
saving throw result by +2d6 (applying a bonus of +2 to +12).
The ally to be affected must be within sight and hearing distance of the Field
Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer
may use this ability once per round, and not on himself (he gains the normal
benefits for spending an action point on himself). Any character may transfer
some or all of her action points to the Field Officer as a free action. The Field
Officer must consent to the transfer, and these action points become the Field
Officer’s to spend as he sees fit.
Field Scientist
Requirements
To qualify to become a Field Scientist, a character must fulfill the following
criteria.
Skill: 6 ranks in either Craft (chemical) or Craft (electronic), plus 6 ranks in
Knowledge (earth and life sciences), Knowledge (physical sciences), or
Knowledge (technology), plus 6 ranks in Research.
Class Information
The following information pertains to the Field Scientist advanced class.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +0 Smart Defense +0 +0
2nd +1 +2 +2 +0 Scientific Improvisation +1 +0
3rd +1 +2 +2 +1 Bonus Feat +1 +1
4th +2 +2 +2 +1 Skill Mastery +1 +1
5th +2 +3 +3 +1 Minor Breakthrough +2 +1
6th +3 +3 +3 +2 Bonus Feat +2 +2
7th +3 +4 +4 +2 Smart Survival +2 +2
8th +4 +4 +4 +2 Smart Weapon +3 +2
9th +4 +4 +4 +3 Bonus Feat +3 +3
10th +5 +5 +5 +3 Major Breakthrough +3 +3
Hit Die:
The Field Scientist gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Field Scientist attains
a new level in this class.
Class Skills
The Field Scientist’s class skills (and the key ability for each skill) are: Computer
Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher
Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int),
Knowledge (behavioral sciences, earth and life sciences, physical sciences,
technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write
Language (none), Research (Int), Search (Int), Speak Language (none).
Skill Points at Each Level 7 + Int modifier.
Class Features
The following features pertain to the Field Scientist advanced class.
Smart Defense
A Field Scientist applies his or her Intelligence bonus and his or her Dexterity
bonus to his or her Defense. Any situation that would deny the Field Scientist his
or her Dexterity bonus to Defense also denies the Intelligence bonus.
Scientific Improvisation
At 2nd level, a Field Scientist gains the ability to improvise solutions using
common objects and scientific know-how. This ability lets the Field Scientist
create objects in a dramatic situation quickly and cheaply, but that have a limited
duration. By spending 1 action point and combining common objects with a Craft
check that corresponds to the function desired, the Field Scientist can build a
tool or device to deal with any situation. The DC for the Craft check is equal to 5
+ the purchase DC of the object that most closely matches the desired function.
Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be
built with scientific improvisation. It takes a full-round action to make an object
with scientific improvisation. The object, when put into use, lasts for a number of
rounds equal to the Field Scientist’s class level, or until the end of the current
encounter, before it breaks down. It can’t be repaired.
Bonus Feats
At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat. The bonus feat
must be selected from the following list, and the Field Scientist must meet all the
prerequisites of the feat to select it. Archaic Weapons Proficiency, Attentive,
Cautious, Combat Expertise, Educated, Gear head, Personal Firearms
Proficiency, Point Blank Shot, Renown, Studious.
Skill Mastery
At 4th level, a Field Scientist selects a number of skills from his or her class list
equal to 3 + his or her Intelligence modifier. When making a skill check using
one of these skills, the Field Scientist may take 10 even if stress and distractions
would normally prevent him or her from doing so.
Minor Breakthrough
Upon attaining 5th level, a Field Scientist receives credit for a minor scientific
breakthrough that earns him or her the recognition of her peers. The Field
Scientist chooses one of the following Knowledge skills: behavioral sciences,
earth and life sciences, physical sciences, or technology. When dealing with
others with at least 1 rank in the same Knowledge skill, the Field Scientist gains
a +2 bonus on Reputation checks. This minor breakthrough also provides the
Field Scientist with a +3 Wealth bonus increase.
Smart Survival
A Field Scientist of 7th level or higher can spend 1 action point to reduce the
damage dealt by a single attack or effect by 5 points.
Smart Weapon
At 8th level, the Field Scientist selects one weapon that he or she is proficient in
and can use with one hand. With the selected weapon, the Field Scientist can
use his or her Intelligence modifier instead of Strength or Dexterity modifier on
attack rolls.
Major Breakthrough
At 10th level, the Field Scientist gains a +2 bonus on Reputation checks when
dealing with individuals who have at least 1 rank in any of the following
Knowledge skills: behavioral sciences, earth and life sciences, physical sciences,
or technology. This bonus stacks with the bonus provided by the minor
breakthrough ability. This major breakthrough also provides the Field Scientist
with a +3 Wealth bonus increase.
Geomancer
Geomancy is the eldritch discipline that governs the primordial element of Earth.
Earth is the stuff of planets and moons, with appropriate pressure geomancy can
be used to generate stone and iron or even crystal and gems. Geomancers can
shape the worlds themselves to suit their interests and for this reason Elvish
Geomancers were pivotal to the success of early Elvish attempts at terraforming.
Terraforming as an art is 75% geomancy and 25% aeromancy - the manipulation
of the skies and atmosphere. Geomancy is also associated with corrosives -
elemental damage dealt from Geomantic offensive spells are invariably acid
attacks. Geomancy is considered one of the four elemental disciplines - the
others being aeromancy (linked to the element of air), pyromancy (linked to the
element of fire) and Hydromancy (linked to the element of water). Geomancy is
one of the more popular eldritch disciplines - not only does it govern one of the
most important elements but all the sentient races of the Elysium Nebula have a
vested interest in maintaining a study of Geomancy. The dwarves - with their
underground tunnels and close ties with rock and stonework are natural
Geomancer. The elves must maintain a study of Geomancy to ensure that the
ancient art that once terraformed the world of the Elysium Nebula doesn't start
to unravel itself through neglect or disregard. Humans know that it is thanks to
Geomancy that all the worlds in the
Elysium Nebula have a 26 hour day. They
know it is thanks to Geomancy that they all
have a breathable atmosphere and that
they share a common gravitational
strength despite disparate sizes. It is
evident that being able to control gravity,
and even alter the spin speed of a world is
crucial to colonizing future star systems,
and as the human population continues to
grow it may become time for humanity to
expand again.
Requirements
To qualify to become a Geomancer, a character must fulfill the following criteria.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Earth-Powers, Eldritch Stone +0 +0
2nd +1 +3 +0 +2 Grease +0 +1
3rd +1 +3 +1 +2 Bonus feat +1 +1
4th +2 +4 +1 +3 Acid Arrow +1 +2
5th +2 +4 +1 +3 Earth walk +2 +2
6th +3 +5 +2 +4 Bonus feat +2 +3
7th +3 +5 +2 +4 Wall of Stone +3 +3
8th +4 +6 +2 +5 Earthquake +3 +4
9th +4 +6 +3 +5 Bonus feat +4 +4
10th +5 +7 +3 +6 Control Gravity +4 +5
Glamourist
Requirements
To qualify to become a Glamourist, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Sense Motive 6 ranks.
Class Information
Hit Die
Glamourists gain 1d6 hit points per level.
Action Points
Glamourists gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Glamourist’s class skills (and the key ability for each skill) are: Bluff (Cha),
Concentration (Con), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha),
Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha),
Knowledge (behavioral sciences, current events, popular culture, streetwise)
(Int), Listen (Wis), Perform (act, sing) (Cha), Profession (Wis), Read/Write
Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
The following features pertain to the Glamourist advanced class.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +0 Self-confidence +1 +0
2nd +1 +0 +3 +0 Hidden Motives +1 +0
3 rd +1 +1 +3 +1 Bonus Feats +2 +1
4th +2 +1 +4 +1 Hidden Allegiances +2 +1
5th +2 +1 +4 +1 Audience +3 +1
6th +3 +1 +5 +2 Bonus Feat +3 +2
7th +3 +2 +5 +2 Daze +4 +2
8 th +4 +2 +6 +2 Utterly Convincing +4 +2
9th +4 +3 +6 +3 Bonus Feat +5 +3
10 th +5 +3 +7 +3 Charm Person +5 +3
Self-Confidence
The Glamourist may treat her Glamourist levels as Charismatic levels for any
talent where Charismatic levels are used (charm, favor, captivate, fast-talk,
dazzle, taunt).
Hidden Motives
At 2nd level, the Glamourist increases her ability to hide her motives and
intentions. She gains a circumstance bonus equal to her Glamourist levels when
using Bluff against a Sense Motive skill. In addition, the DC for Bluff checks
against her is increased by her levels of Glamourist.
Bonus Feats
At 3rd, 6th, and 9th level, the Glamourist gets a bonus feat. The bonus feat must
be selected from the following list, and the Glamourist must meet all of the
prerequisites for the feat to select it. Alertness, Attentive, Builder, Confident,
Creative, Deceptive, Improved Initiative, Iron Will, Low Profile, Renown,
Trustworthy, Windfall.
Hidden Allegiance
At 4th level, the Glamourist gains the supernatural ability to suppress her
loyalties, even from spells and abilities. In cases where such divinations are
made, the Glamourist gains a Will save (DC 15 + the character level of the
individual making the attempt) to negate the attempt. Negated attempts reveal
either no allegiance or a lack of the sought-for allegiance, as applicable for the
ability or spell.
Audience
At 5th level, the Glamourist may extend any Charismatic hero talents to a
number of targets equal to her total of Charismatic and Glamourist levels.
Individual targets are otherwise affected as described under the Charismatic
hero basic class.
Daze
At 7th level, the Glamourist gains the spell-like ability to daze an individual of her
choice. This ability may be used once per day, and functions identically to the
daze psionic power.
Utterly Convincing
At 8th level, the Glamourist is a master at convincing people. Whenever the
Glamourist spends an action point to improve some Charisma-based skill checks
(see below), she adds an additional 1d6 to the result. The skills that utterly
convincing applies to are: Bluff, Diplomacy, Disguise, Gather Information,
Intimidate, and Perform.
Charm Person
At 10th level, the Glamourist gains the spell-like ability to charm person once per
day. This ability functions identically to the charm person psionic ability.
Gunslinger
Requirements
To qualify to become a Gunslinger, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Sleight of Hand 6 ranks, Tumble 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Hit Die
The Gunslinger gains1d10 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the gunslinger attains a
new level in this class.
Class Skills
The Gunslinger’s class skills (and the key ability for each skill) are: Bluff (Cha),
Demolitions (Int), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Intimidate (Cha),
Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex),
Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex),
Speak Language (none), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +1 Close combat shot +1 +0
2nd +1 +0 +2 +2 Weapon focus +1 +0
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Defensive position +2 +1
5th +3 +1 +3 +3 Lightning shot +3 +1
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Sharp-shooting +4 +2
8th +6 +2 +4 +4 Greater weapon focus +4 +2
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Bull’s-eye +5 +3
Weapon Focus
At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the
benefit of the feat with the same name. The Gunslinger must choose a specific
personal firearm. The gunslinger adds +1 to all attack rolls you make using the
selected personal firearm.
Bonus Feats
At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat. The bonus feat must
be selected from the following list, and the Gunslinger must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Advanced
Two-Weapon Fighting, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-
Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip
Shot, Strafe, Two-Weapon Fighting.
Defensive Position
Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to
Defense and an additional +2 cover bonus on Reflex saves whenever he or she
has one-quarter, one-half, three-quarters, or nine-tenths cover.
Lightning Shot
Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a
personal firearm at the expense of accuracy. With a lightning shot, the
Gunslinger may make one extra ranged attack with a personal firearm in a round
at his or her highest base attack bonus. This attack and each other attack made
in the round take a -2 penalty. This ability can only be used when taking the full
attack action. The penalty applies to all attacks for one full round, including
attacks of opportunity.
Sharp-Shooting
At 7th level, if the Gunslinger uses a personal firearm to attack a target, the
cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or
nine-tenths cover is reduced by 2.
Greater Weapon Focus
At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made
with the firearm selected for the Weapon Focus ability at 2nd level. This bonus
stacks with the earlier bonus.
Bull’s-eye
At 10th level, a Gunslinger becomes so adept at using the firearm to which he or
she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s
attacks with that firearm can deal extra damage. With a successful attack,
before damage is rolled, the gunslinger can spend 1 action point to deal +3d6
points of damage.
Heavy Gunner
Heavy Gunners are experts
in handling heavy weapons.
They are normally
physically very robust - a
vital necessity for handling
the recoil most heavy guns
cause. Heavy Gunners
aptitude for firing big,
heavy, automatic weapons
also lends itself to other
natural advantages. They
typically are better at firing
Mecha-based or platform-
based or ship-based heavy weapons as well. The path of the Heavy Gunner is not
one filled with diverse intellectual challenges, but for causing collateral damage
there is no better choice.
Requirements
To qualify to become a Heavy Gunner, a character must fulfill the following
criteria.
Base Attack Bonus: +2.
Skills: Concentration 6 ranks.
Ability Score Requirement: Strength 13
Feat: Personal Firearms Proficiency, Advanced Firearms Proficiency, Exotic
Weapons Proficiency (heavy weapons)
Class Information
Hit Die
The Heavy Gunner gains 1d12 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Heavy Gunner attains
a new level in this class.
Class Skills
The Heavy Gunner's class skills are as follows: Climb (Str), Concentration (Con),
Demolitions (Int), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int),
Profession (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Weapons Handler +0 +0
2nd +1 +3 +0 +2 Strafer +1 +0
3rd +2 +3 +1 +2 Bonus feat +1 +0
4th +3 +4 +1 +2 Walking Bipod +2 +0
5th +3 +4 +1 +3 Improved Burst +2 +1
6th +4 +5 +2 +3 Bonus feat +3 +1
7th +5 +5 +2 +4 Heavy Reload +3 +1
8th +6 +6 +2 +4 Walking Tripod +4 +2
9th +6 +6 +3 +4 Bonus feat +4 +2
10th +7 +7 +3 +5 Advanced Burst +5 +2
Helix Warrior
The fastest path into this advanced class is from the Strong hero basic class,
though other paths are possible.
Requirements
To qualify to become a Helix Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Knowledge (tactics) 3 ranks
Feats: Endurance
Class Information
Hit Die
The Helix Warrior gains 1d10 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Helix Warrior gains a number of action points equal to 6 + one-half her
character level, rounded down, every time she attains a new level in this class.
Class Skills
The Helix Warrior’s class skills are as follows: Balance (Dex), Climb (Str),
Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate
(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis),
Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level 2 + Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +1 +0 +1 Haul, light sleeper, survivor +1 +0
2nd +2 +2 +0 +2 Darkvision (60 ft.) +1 +0
3rd +3 +2 +1 +2 Bonus feat +2 +1
4th +4 +2 +1 +2 Strong as an ox +2 +1
5th +5 +3 +1 +3 Darkvision (90 ft.), superior conditioning +3 +1
6th +6 +3 +2 +3 Bonus feat +3 +2
7th +7 +4 +2 +4 Improved reaction +4 +2
8th +8 +4 +2 +4 Darkvision (120 ft.) +4 +2
9th +9 +4 +3 +4 Bonus feat +5 +3
10th +10 +5 +3 +5 Decisive attack +5 +3
The following class features pertain to the Helix Warrior advanced class.
Haul
Helix Warriors can carry more heavy gear than the typical soldier. A Helix
Warrior’s Strength is considered 4 points higher for the purpose of determining
her carrying capacity.
Light Sleeper
Helix Warriors are light sleepers and can make Listen checks even while asleep,
without penalty. (A sleeping character normally takes a -10 penalty on Listen
checks.)
Survivor
When a Helix Warrior spends an action point to modify the result of a saving
throw, she may roll an additional 1d6 and take the best result, discarding the
lower roll(s).
Darkvision
Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total
darkness out to a range of 60 feet. Darkvision is black-and white only, but is
otherwise like normal sight. The range of the Helix Warrior’s darkvision improves
to 90 feet at 5th level and 120 feet at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat
must be selected from the following list, and the Helix Warrior must meet all the
prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced
Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium),
Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight,
Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial
Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude,
Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm,
Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle
Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G
Training.
Strong as an Ox
At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she
were one size category larger (Large instead of Medium-size, for example).
Superior Conditioning
Beginning at 5th level, a Helix Warrior learns how to shake off adverse
conditions. When a Helix Warrior is subjected to one of the following conditions,
the duration of the condition’s effect is halved: cowering, dazed, exhausted,
fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the
condition’s duration is only 1 round, the Helix Warrior is not affected at all.
Improved Reaction
At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.
Decisive Attack
At 10th level, when a Helix Warrior spends an action point to modify the result of
an attack roll, she may roll an additional 1d6 and take the best result, discarding
the lower roll(s).
Ecomancer
The Ecomancer is a specialized eldritch class that is particularly oriented towards
the manipulation of one of the most powerful life-giving forces: water.
Ecomancers can cause plant life to grow in even the most barren places. They
are central to the survival of the Elvish species and it is thanks to their long
history of Ecomancy that they were able to so quickly and effectively terraform
the many worlds of the Elysium Nebula. Several human Neomystics are drawn to
Ecomancy, because of all the eldritch arts it is the one most closely bound with
the natural world.
The fastest way to the Ecomancer Advanced Class is through the Dedicated Hero
basic class though other paths are possible.
Requirements
To qualify to become an Ecomancer, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Knowledge (earth and life sciences) 6 ranks, Survival 6 ranks.
Feat: Wild Talent
Class Information
Hit Die:
The Ecomancer gains 1d6 hit points per level.
Action Points:
6 + one-half character level, rounded down, every time the Ecomancer attains a
new level in this class.
Class Skill
The Ecomancer's class skills (and the key ability for each skill) are: Climb (Str),
Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex),
Knowledge (Arcana, earth and life sciences, physical sciences), Move Silently
(Dex), Navigate (Int), Profession (Wis), Psicraft (Wis), Ride (Dex), Spot (Wis),
Survival (Wis), Swim (Str), Treat Injury (Wis).
Skill Points at Each Level, 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +0 +2 Create Water +0 +1
2nd +1 +2 +0 +3 Plant Growth +1 +1
3rd +2 +2 +1 +3 Bonus Feat +1 +2
4th +3 +3 +1 +4 Small Water Elemental +2 +2
5th +3 +3 +1 +4 Entangle +2 +3
6th +4 +4 +2 +5 Bonus Feat +3 +3
7th +5 +4 +2 +5 Medium Water Elemental +3 +4
8th +6 +5 +2 +6 Animate Plants +4 +4
9th +6 +5 +3 +6 Bonus Feat +4 +5
10th +7 +6 +3 +7 Large Water Elemental +5 +5
The following features pertain to the Ecomancer advanced class.
Create Water
As a standard action the Ecomancer can generate water from his hands. He can
use this water to spray out at a range of up to 30ft but not with sufficient impact
to have a chance of knocking a person over. It could be used to distract
someone if sprayed directly in the eyes (Reflex DC 10 to avoid this) and thus stun
them for a round. Otherwise it can only be used to water plants, provide people
with fresh water to drink or simply to run a bath. An Ecomancer can create 10
centiliters of water every round (6 seconds) and thus 1 liter of water per minute
spent creating water. In a closed environment an Ecomancer could use this
ability to drown someone. Note that the Ecomancer does not gain any special
water breathing powers as a benefit of this class - so if he is drowning someone
in a closed room he will probably be drowning himself as well.
Plant Growth
This ability is usable three times per day as a standard action. An Ecomancer can
use it additional times per day by spending an Action Point in its manifesting.
This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles,
trees, vines) within long range (400 feet + 40 feet per Ecomancer level) to
become thick and overgrown. The plants entwine to form a thicket or jungle that
creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for
Large or larger creatures. The area must have brush and trees in it for this spell
to take effect. At your option, the area can be a 100-foot-radius circle, a 150-
foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate
places within the area that are not affected.
Bonus Feats
At 3rd, 6th, and 9th level, the Ecomancer gets a bonus feat. The bonus feat must
be selected from the following list, and the Marksman must meet all the
prerequisites of the feat to select it. Animal Affinity, Alertness, Athletic, Dodge,
Endurance, Focused, Renown, Stealthy, Wild Talent, Weapon Focus.
Small Water Elemental
Starting at 4th level the Ecomancer can summon a Small Water Elemental
companion. It can be summoned as a standard action and dismissed as a move-
equivalent action. If the Ecomancer's Small Water Elemental is destroyed the
Ecomancer takes 3d6 points of psychic feedback damage and cannot summon it
again for 3 days. An elemental that is left unsummoned for a period of 26 hours
or greater will regain all of its hit points. There is no other way to heal a Water
Elemental. The Water Elemental Companion is treated as a familiar of sorts. The
Ecomancer can manifest spell-like class abilities through the Water Elemental,
thus allowing him to cast Entangle or Plant Growth at greater ranges. If the
Ecomancer chooses he can close his own eyes and see through the eyes of his
Elemental Companion. The Ecomancer even communicates telepathically with
the Elemental. These effects last only so long as the Elemental remains within
500 feet of the Ecomancer.
Entangle
Starting at 5th level The Ecomancer can summon a mass of entangling vines to
burst from any soil no matter how barren. This ability is usable two times per day
as a standard action. An Ecomancer can use it additional times per day by
spending an Action Point in its manifesting. Entangles creates a many-layered
mass of strong, prehensile vines that ensnare anything within a 20ft radius
spread of a point of impact chosen anywhere within 100ft + 10ft per level. These
vines trap those caught in them. The vines are similar to ordinary vines but far
larger and tougher. Anyone in the effect's area when the spell-like ability is
manifested must make a Reflex save. If this save succeeds (DC 10 + half
Ecomancer's level + Ecomancer's WIS modifier), the creature is entangled, but
not prevented from moving, though moving is more difficult than normal for
being entangled (see below). If the save fails, the creature is entangled and can't
move from its space, but can break loose by spending 1 round and making a DC
20 Strength check or a DC 25 Escape Artist check. Once loose (either by making
the initial Reflex save or a later Strength check or Escape Artist check), a
creature remains entangled, but may move through the vines very slowly. Each
round devoted to moving allows the creature to make a new Strength check or
Escape Artist check. The creature moves 5 feet for each full 5 points by which
the check result exceeds 10. If you have at least 5 feet of web between you and
an opponent, it provides cover. If you have at least 20 feet of web between you, it
provides total cover.
Medium Water Elemental
At 7th level the Ecomancer can summon a Medium Water Elemental companion
to replace his Small Water Elemental. It can be summoned as a standard action
and dismissed as a move-equivalent action. If the Ecomancer's Water Elemental
is destroyed the Ecomancer takes 3d6 points of psychic feedback damage and
cannot summon it again for 3 days. An elemental that is left unsummoned for a
period of 26 hours or greater will regain all of its hit points. There is no other way
to heal a Water Elemental.
Animate Plants
At 8th level the Ecomancer can imbue inanimate plants with mobility and a
semblance of life. Each animated plant then immediately follows the
Ecomancer's instructions including attacking whomever you designate as though
it were an animated object of the appropriate size category. You may animate
one Large or smaller plant, or an equivalent number of larger plants, per three
character levels. A Huge plant counts as two Large or smaller plants, a
Gargantuan plant as four, and a Colossal plant as eight. You can change the
designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large
usually don’t have hardness. Animate plants cannot affect plant creatures, nor
does it affect nonliving vegetable material.
Large Water Elemental
At 10th level the Ecomancer can summon a Large Water Elemental companion
to replace his Medium Water Elemental. It can be summoned as a standard
action and dismissed as a move-equivalent action. If the Ecomancer's Water
Elemental is destroyed the Ecomancer takes 3d6 points of psychic feedback
damage and cannot summon it again for 3 days. An elemental that is left
unsummoned for a period of 26 hours or greater will regain all of its hit points.
There is no other way to heal a Water Elemental.
Water Elemental Reference
Small Medium Large
Hit Dice 2d8+2 4d8+12 8d8+32
Initiative +0 +1 +2
Speed 20ft,90ft swim 20ft, 90ft swim 20ft, 90ft swim
Defense 17(+1 s, +6 nat.) 19(+1dex,+8 nat) 20(-1s,+2dex,+9nat)
BAB/Grapple +1/_1 +3/+6 +6/+15
Attack Slam +4m 1d6+3 Slam +6m 1d8+4 Slam +10m 2d8+5
Full Attack Slam +4m 1d6+3 Slam +6m 1d8+4 Slam +10m 2d8+5
Space/Reach 5ft/5ft 5ft/5ft 10ft/10ft
Special Abilities Water Mastery, Water Mastery, Water Mastery,
Drench, Vortex Drench, Vortex Drench, Vortex
Special Darkvision 60ft Darkvision 60ft DR5/- Darkvision
Qualities 60ft
Saves Fort +4, Ref +0, Will Fort +7, Ref +2, Will Fort +10, Ref +4
+0 +1 Will +2
Abilities S14,D10,C13 S16,D12,C17, S20,D14,C19
I4,W11,C11 I4,W11,C11 I6,W11,C11
Skills Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats Power Attack Cleave, Power Attack Cleave, Great
Cleave, Power Attack
General Elemental Traits
Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
Elementals do not eat, sleep, or breathe
Water Elemental Abilities and Qualities
A water elemental prefers to fight in a large body of water where it can disappear
beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage
rolls if both it and its opponent are touching water. If the opponent or the
elemental is touching the ground, the elemental takes a –4 penalty on attack
and damage rolls. (These modifiers are not included in the statistics block.)
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed
lanterns, and other open flames of nonmagical origin if these are of large size or
smaller. The creature can dispel magical fire it touches as dispel magic (caster
level equals elemental’s HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10
minutes, provided it is underwater, and remain in that form for up to 1 round for
every 2 HD it has. In vortex form, the elemental can move through the water or
along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to
30 feet wide at the top, and 10 feet or taller, depending on the elemental’s size.
The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of
opportunity, even if the elemental enters the space another creature occupies.
Another creature might be caught in the vortex if it touches or enters the vortex,
or if the elemental moves into or through the creature’s space. Creatures one or
more size categories smaller than the elemental might take damage when
caught in the vortex (see the table below for details) and may be swept up by it.
An affected creature must succeed on a Reflex save when it comes into contact
with the vortex or take the indicated damage. It must also succeed on a second
Reflex save or be picked up bodily and held suspended in the powerful currents,
automatically taking damage each round. An affected creature is allowed a
Reflex save each round to escape the vortex. The creature still takes damage,
but can leave if the save is successful. The DC for saves against the vortex’s
effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental
carries them or to escape the whirlwind. Creatures caught in the whirlwind can
otherwise act normally, but must make a Concentration check (DC 15) to cast a
spell or manifest a spell-like ability. Creatures caught in the whirlwind take a –4
penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have
only as many creatures trapped inside the vortex at one time as will fit inside the
vortex’s volume. The elemental can eject any carried creatures whenever it
wishes, depositing them wherever the vortex happens to be. A summoned
elemental always ejects trapped creatures before returning to its home plane. If
the vortex’s base touches the bottom, it creates a swirling cloud of debris. This
cloud is centered on the elemental and has a diameter equal to half the vortex’s
height. The cloud obscures all vision, including darkvision, beyond 5 feet.
Creatures 5 feet away have concealment, while those farther away have total
concealment. Those caught in the cloud must make a Concentration check (DC
15) to cast a spell or manifest a spell-like ability. An elemental in vortex form
cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform
some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Infiltrator
Requirements
To qualify to become an Infiltrator, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Hide 6 ranks, Move Silently 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
The following information pertains to the Infiltrator advanced class.
Hit Die
The Infiltrator gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the infiltrator attains a
new level in this class.
Class Skills
The Infiltrator’s class skills (and the key ability for each skill) are: Balance (Dex),
Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex),
Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular
culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak
Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Improvised implements +2 +1
3rd +1 +1 +3 +1 Bonus feat +2 +1
4th +2 +1 +4 +1 Improved evasion +3 +2
5th +2 +1 +4 +1 Skill mastery +4 +2
6th +3 +2 +5 +2 Bonus feat +4 +2
7th +3 +2 +5 +2 Improvised weapon damage +5 +3
8th +4 +2 +6 +2 Improved sweep +6 +3
9th +4 +3 +6 +3 Bonus feat +6 +3
10th +5 +3 +7 +3 Without a trace +7 +4
Investigator
Requirements
To qualify to become an Investigator, a character must fulfill the following
criteria.
Base Attack Bonus: +2
Skill: Investigate 6 ranks, Listen 6 ranks, and Sense Motive 6 ranks.
Class Information
The following information pertains to the Investigator advanced class.
Hit Die
The Investigator gains 1d6 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Investigator attains a
new level in this class.
Class Skills
The Investigator’s class skills (and the key ability for each skill) are: Bluff (Cha),
Computer Use (Int), Disable Device (Dex), Drive (Dex), Forgery (Int), Gather
Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioral
sciences, civics, current events, streetwise) (Int), Listen (Wis), Profession (Wis),
Read/_Write Language (none), Research (Int), Search (Int), Sense Motive (Wis),
Speak Language (none), Spot (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +1 Profile +1 +1
2nd +1 +0 +2 +2 Contact, low-level +1 +1
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Nonlethal force +2 +2
5th +3 +1 +3 +3 Contact, mid-level +3 +2
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Discern lie +4 +3
8th +6 +2 +4 +4 Contact, high-level +4 +3
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Sixth sense +5 +4
Mage (Abjurer)
Requirements
To qualify to become a Mage, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Craft (chemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore)
6 ranks, Research 6 ranks.
Class Information
The following information pertains to the Mage advanced class.
Hit Die
The Mage gains 1d6 hit points per level.
Action Points
The Mage gains a number of action points equal to 6 + one-half his character
level, rounded down, every time he attains a new level in this class.
Class Skills
The Mage's class skills are as follows: Computer Use (Int), Concentration (Con),
Craft (chemical) (Int), Craft (pharmaceutical) (Int), Craft (visual arts) (Int),Craft
(writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (arcane lore, art,
current events, earth and life sciences, physical sciences, popular culture,
technology) (Int), Profession (Wis), Read/Write Language (none), Research (Int),
Speak Language (none), Spellcraft (Int).
Skill Points at Each Level 7 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Arcane skills, arcane spells, summon familiar +1 +1
2 nd +1 +0 +0 +3 Scribe scroll, arcane spells +1 +1
3 rd +1 +1 +1 +3 Bonus feat, arcane spells, brew potion +2 +1
4th +2 +1 +1 +4 Scribe tattoo, arcane spells +2 +2
5 th +2 +1 +1 +4 Spell mastery, arcane spells +3 +2
6th +3 +2 +2 +5 Bonus feat, arcane spells +3 +2
7 th +3 +2 +2 +5 Combat casting, arcane spells +4 +3
8 th +4 +2 +2 +6 Spell mastery, arcane spells +4 +3
9th +4 +3 +3 +6 Bonus feat, arcane spells +5 +3
10 th +5 +3 +3 +7 Maximize spell, arcane spells +5 +4
Marksman
The Marksman is a kind of combatant
specialized in the operations of
longarms. Their strengths are their
precision and focus, but they lack the
speed and agility of other more
traditional combatants. A Marksman
prefers to stay hidden and take out his
enemy from afar. As a character, the
Marksman tends to play a supporting
role to the rest of the team, preferring
to be away from the most dangerous
parts of the action and providing
needed covering fire as well as being
able to offer tactical advice.
The fastest way to the Marksman
Advanced Class is through the
Dedicated Hero basic class though
other paths are possible.
Requirements
To qualify to become a Marksman, a character must fulfill the following criteria.
Skills: Knowledge (tactics) 6 ranks, Listen 6 ranks, Spot 6 ranks.
Feat: Far Shot, Dead Aim
Class Information
Hit Die; The Marksman gains 1d6 hit points per level.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +2 Improved Dead Aim+3, Lay of the Land +0 +0
2nd +1 +0 +3 +3 Improved Far Shot +1 +0
3rd +2 +1 +3 +3 Bonus Feat +1 +0
4th +3 +1 +4 +4 Improved Dead Aim+4, Massive Shot +2 +1
5th +3 +1 +4 +4 Center Mass +2 +1
6th +4 +2 +5 +5 Bonus Feat +3 +2
7th +5 +2 +5 +5 Improved Dead Aim+5 +3 +2
8th +6 +2 +6 +6 Windage +4 +2
9th +6 +3 +6 +6 Bonus Feat +4 +3
10th +7 +3 +7 +7 Critical Shot +5 +3
Action Points: 6 + one-half character level, rounded down, every time the
Marksman attains a new level in this class.
Class Skills
The Marksman's class skills (and the key ability for each skill) are: Balance (Dex),
Climb (Str), Concentration (Con), Craft (electronic, mechanical) (Int), Drive (Dex),
Hide (Dex), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Spot (Wis).
Skill Points at Each Level: 5 + Int modifier.
Class Features
The Following Pertain to the Marksman class.
Improved Dead Aim
Using breathing techniques, impeccable timing, and finely honed skill, the
Marksman has mastered the art of careful aim. When the Marksman reaches 1st
level, the circumstance bonus he gains when using the Dead Aim feat increases
to +3. At 4th level the Marksman's benefit from the Far Shot feat is increased to
+4. At 7th level it increases a final time to +5.
Lay of the Land
The Marksman is an expert at selecting the right spot. Before making a Hide
check the Marksman can make a Knowledge (tactics) check to find a suitable
spot to lay wait for his targets. If the check is a success the hiding spot will be of
such high quality that it will grant the Marksman a +2 circumstance bonus on
Hide checks made and a +1 bonus on the first attack roll he makes from this
hiding place. The DC depends on the environment: An arboreal or urban
environment with rich topography is a DC 15 check, a desert, tundra, parking lot
or other flat environment would be a DC 20 check, while a small uncluttered
environment - like a hotel room, maybe as high as DC 25 check. The GM should
decide the exact DC according to the situation. The Marksman can only attempt
the Knowledge check once, if he fails he cannot find any such hiding spot in the
environment. This does not prevent him from making Hide check, merely from
getting the special Lay of the Land bonuses.
Improved Far Shot
The Marksman is an expert at hitting a target at extreme range. When a 2nd-
level or higher Marksman uses a firearm or archaic ranged weapon (such as a
bow), its range increment is doubled. (This benefit does not stack with the
increase in range increment from the Far Shot feat, but it does stack with
increases from scopes or other equipment.) This ability has no effect on thrown
weapons.
Bonus Feats
At 3rd, 6th, and 9th level, the Marksman gets a bonus feat. The bonus feat must
be selected from the following list, and the Marksman must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Burst Fire,
Dodge, Double Tap, Precise Shot, Quick Draw, Quick Reload, Shot on the Run,
Skip Shot, Stealthy, Strafe, Weapon Focus.
Massive Shot
Professional marksmen are trained to deliver particularly deadly shots. When the
Marksman succeeds on an attack with a ranged weapon using the Dead Aim
class feature and deals damage that exceeds the target's massive damage
threshold, the DC for the Fortitude save increases by the Marksman's level in this
prestige class. For example, when a 6th-level Marksman deals massive damage
with a ranged weapon, the DC for the save is 15+6, or 21.
Center Mass
At 5th level, the Marksman gains the ability to hit targets that others would miss.
When the Marksman uses the Dead Aim feat, the cover bonus to the target's
Defense is reduced by 4 (minimum +0).
Windage
The Marksman is skilled at correcting his aim. If an 8th-level or higher Marksman
using the Dead Aim feat misses his target, he may spend 1 action point to reroll
the attack, gaining a +1 bonus on the second attack roll. This second roll is
made at the same base attack bonus as the first roll, and all bonuses or
penalties that applied to the first roll also apply to the second. This second roll
does not count as a second attack. However, the windage ability expends twice
as much ammunition as the attack would normally require, so it can be used only
if the weapon contains sufficient ammunition.
Critical Shot
The Marksman is a master at dropping a target with a single shot. A 5th-level
Marksman using the Dead Aim feat with a Large or larger firearm may attempt
an automatic critical hit with his attack. The attempt requires a full-round action
(in addition to the full-round action required for lining up the shot) and the
expenditure of 1 action point. The Marksman takes a -8 penalty on the attack
roll, but if the attack is successful, it is automatically a critical hit. The natural roll
does not have to be within the weapon's threat range, and the Marksman does
not have to roll to confirm the critical hit.
Martial Artist
Requirements
To qualify to become a Martial Artist, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skill: Jump 3 ranks.
Feat: Combat Martial Arts, Defensive Martial Arts.
Class Information
Hit Die
The Martial Artist gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the martial artist attains a
new level in this class.
Class Skills
The Martial Artist’s class skills (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (current events, popular culture, theology and philosophy) (Int), Move
Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language
(none), Speak Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +0 +2 +0 Living weapon 1d6 +1 +0
2nd +2 +0 +3 +0 Flying kick +2 +0
3rd +3 +1 +3 +1 Bonus feat +2 +0
4th +4 +1 +4 +1 Living weapon 1d8 +3 +0
5th +5 +1 +4 +1 Iron fist (one attack) +4 +1
6th +6 +2 +5 +2 Bonus feat +4 +1
7th +7 +2 +5 +2 Flurry of blows +5 +1
8th +8 +2 +6 +2 Living weapon 1d10 +6 +1
9th +9 +3 +6 +3 Bonus feat +6 +2
10th +10 +3 +7 +3 Iron fist (all attacks) +7 +2
The following features pertain to the Martial Artist advanced class.
Living Weapon
The Martial Artist attacks with either fist interchangeably, or even with elbows,
knees, and feet. This means that the Martial Artist may even make unarmed
strikes when his or her hands are full, and there is no such thing as an off-hand
attack for a Martial Artist striking unarmed. The Martial Artist also deals more
damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of
damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th
level, it increases to 1d10. This is an increase to Combat Martial Arts damage;
this has no effect on Brawl.
Flying Kick
Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating
flying kick to an opponent. At the end of this charge, the martial artist adds his or
her class level as a bonus to the damage he or she deals with an unarmed strike.
Bonus Feats
At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat. The bonus feat
must be selected from the following list, and the Martial Artist must meet all the
prerequisites of the feat to select it. Acrobatic, Advanced Combat Martial Arts,
Archaic Weapons Proficiency, Combat Reflexes, Combat Throw, Elusive Target,
Exotic Melee Weapon Proficiency, Improved Combat Throw, Improved Combat
Martial Arts, Unbalance Opponent.
Iron Fist
At 5th level, a Martial Artist gains the ability to spend 1 action point to increase
the damage he or she deals to a single opponent with a single unarmed strike.
The martial artist declares the use of the action point after making a successful
unarmed strike. The result of the action point roll is added to the damage roll for
that attack. At 10th level, this ability improves. The Martial Artist now adds the
result of the action point roll to all successful attacks he or she makes in a
round.
Flurry of Blows
At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the
expense of accuracy. The Martial Artist must be unarmored to use this talent,
and he or she must make unarmed strikes to gain the benefit. With a flurry of
blows, the Martial Artist may make one extra attack in a round at his or her
highest base attack bonus. This attack and each other attack made in the round
take a -2 penalty. This ability can only be used when taking the full attack action.
The penalty applies to all attacks for one full round, including attacks of
opportunity.
Necromancer
The Necromancer, as the name implies, is an unseemly form of sorcerer whose
spells deal with the raising of the dead and the summoning and control of
various undead creatures for his purposes. Though a Necromancer is not
necessarily an evil sorcerer most do not think that the reanimation of the dead is
ethically correct. Necromancers are therefore forced to study in secret, in the few
areas of the Elysium Nebula where there practices are not outlawed. Long hours
of study in dank mausoleums make their skin pale and corpselike, and their
figure, skeletal. Most people shun them for their peculiar looks and ways, but
none doubt the power of the Necromancer, for it is the stuff of nightmares.
Requirements
To qualify to become a Necromancer, a character must fulfill the following
criteria.
Skills; Decipher Script 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks,
Knowledge (Arcane Lore) 6 ranks.
Feat: Arcane Skills
Class Information
Hit Die
The Necromancer gains 1d4 hit points per level
Action Points
6 + one-half character level, rounded down, every time the Necromancer attains
a new level in this class.
Class Skills
The Necromancer's class skills (and the key ability for each skill) are: Craft (visual
arts, writing) (Int), Decipher Script (Int), Drive (Dex), Escape Artist (Dex), Forgery
(Int), Investigate (Int), Knowledge (arcane lore, earth and life sciences, history,
theology and philosophy) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Sleight of Hand (Dex), Speak Language (none), Use Magic Device
(Cha).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Speak to Dead +0 +1
2nd +1 +0 +0 +3 Unholy Infliction +1 +1
3rd +1 +1 +1 +3 Bonus Feat +1 +2
4th +2 +1 +1 +4 Skeletal Minion +2 +2
5th +2 +1 +1 +4 Drain Soul +2 +3
6th +3 +2 +2 +5 Bonus Feat +3 +3
7th +3 +2 +2 +5 Animate Zombies +3 +4
8th +4 +2 +2 +6 Recall Soul +4 +4
9th +4 +3 +3 +6 Bonus Feat +4 +5
10th +5 +3 +3 +7 Animate Wraiths +5 +5
Ghoul Ghast
HD 2d12 4d12
Int +2 +3
Speed 30ft 40ft
Defense 14(+2dex,+2nat) 17(+3dex,+4nat)
Full Attack Bite +2m 1d6+1 Bite +5m 1d8+3
Claw +0m 1d3 Claw +3m 1d4+1
Space/Reach 5ft/5ft 5ft/5ft
Special Ghoul Fever, Paralysis Ghoul Fever, Paralysis,
Attacks Stench
Special Darkvision 60ft, Undead Darkvision 60ft, Undead
Qualities Traits, Traits,
+2 Turn Resistance +2 Turn Resistance
Saves F +0, R +2, W +5 F +1, R +4, W +6
Abilities S13, D15, C— S17, D17 ,C—
I13, W14, 12 I13,W14, C16
Skills Balance +6, Climb +5, Hide Balance +7, Climb +9, Hide
+6, Jump +5, Move Silently +8,
+6, Spot +7 Jump +9,Move Silently +8,
Spot +8
Feats Multiattack Multiattack, Personal
Firearms
Ghoul Fever (Su)
Disease - bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and
1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex)
Those hit by a ghoul or ghast bite or claw attack must succeed on a DC 15
Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by
this paralysis. The save DC is Charisma-based.
Stench (Ex)
The stink of death and corruption surrounding these creatures is overwhelming.
Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be
sickened for 1d6+4 minutes. A creature that successfully saves cannot be
affected again by the same ghast's stench for 24 hours. A delay poison or
neutralize poison spell removes the effect from a sickened creature. Creatures
with immunity to poison are unaffected, and creatures resistant to poison receive
their normal bonus on their saving throws. The save DC is Charisma-based.
Recall Soul
Starting at 8th level the Necromancer has the powerful ability to recall the soul of
a living person back into its body. This is effectively a kind of True Resurrection. If
the body is relatively intact the character can actually be brought back to life.
Such a casting draws forth a lot of the Necromancers power and costs him 3
action points. The ritual lasts three hours normally. At the GMs discretion of the
original body has been wasted away over time it may be possible to transmit the
soul of the creature to another host - such as a robot, golem or other body. Such
a casting may be even more costly - say 5 action points.
Animate Wraith
At 10th level the Necromancer gains the ability to summon a powerful undead
creature called a Wraith - which is basically a ghostly incorporeal shadow whose
very touch is deadly. All creatures, regardless of their size, will come back as the
same kind of Wraith. Each Wrath has 5 hit dice and a Necromancer is limited in
number of undead creatures to his levels of Necromancer which is 10 at 10th
level. A Necromancer can only use this ability once per week - though he can
summon Wraiths through the use of his Drain Soul ability as well.
Photomancer
A Photomancer, also called an illusionist, is a master of a unique field of eldritch
science that revolves around the manipulation of light. Light has a number of
unique properties. Its speed in vacuum which is just under 300 million m/s is the
fastest speed possible. It displays both wave and particle like properties. There
are many sources of light. The most common light sources are thermal: a body at
a given temperature emits a characteristic spectrum of black body radiation.
Examples include sunlight, incandescent light bulbs, and glowing solid particles
in flames. Through the manipulation of light Photomancers can, at the most
basic level, simulate visual stimuli - and at their most advanced level simulate
laser bolts.
Illusionists can control visual stimuli and are known for sporting such dramatic art as 'illusory tattoos'
that move all over one's body.
Requirements
To qualify to become a Photomancer, a character must fulfill the following
criteria.
Skills: Craft (Visual Arts) 6 ranks, Knowledge (earth and life sciences) 6 ranks,
Research 6 ranks
Feat: Meticulous, Wild Talent (any)
Class Information
Hit Die: The Photomancer gains 1d6 hit points per level.
Action Points: 6 + one-half character level, rounded down, every time the
Photomancer attains a new level in this class.
Class Skills
The Photomancer's class skills (and the key ability for each skill) are:
Autohypnosis (Wis), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft
(electronic, visual arts), Disguise (Cha), Forgery (Int), Gather Information (Cha),
Intimidate (Cha), Knowledge (behavioral sciences, current events, earth and life
sciences, streetwise, technology) (Int), Profession (Wis), Psicraft (Wis),
Read/Write Language, Repair (Int), Research (Int), Search (Int), Sense Motive
(Wis), Speak Language.
Skill Points at Each Level: 7 + Int modifier.
Class Features
Psionic Medic
Requirements
To qualify to become a Psionic Medic, a character must fulfill the following
criteria.
Base Attack Bonus: +2
Skill: Treat Injury 6 ranks, Spot 6 ranks.
Feat; Surgery.
Class Information
The following information pertains to the Psionic Medic advanced class.
Hit Die
The Psionic Medic gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Psionic Medic attains
a new level in this class.
Class Skills
The Psionic Medic’s class skills (and the key ability for each skill) are: Computer
Use (Int), Concentration (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha),
Drive (Dex), Knowledge (behavioral sciences, current events, earth and life
sciences, popular culture, technology) (Int), Listen (Wis), Pilot (Dex), Profession
(Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot
(Wis), Treat Injury (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Medical Specialist +1 +1 +1
2nd +1 +3 +0 +2 Expert Healer +1 +1
3rd +1 +3 +1 +2 Bonus feat +2 +1
4th +2 +4 +1 +2 Medical mastery +2 +2
5th +2 +4 +1 +3 Medical specialist +2 +3 +2
6th +3 +5 +2 +3 Bonus feat +3 +2
7th +3 +5 +2 +4 Minor medical miracle +4 +3
8th +4 +6 +2 +4 Medical specialist +3 +4 +3
9th +4 +6 +3 +4 Bonus feat +5 +3
10th +5 +7 +3 +5 Medical miracle +5 +4
Psychomancer
Requirements
To qualify to become a Psychomancer, a character must fulfill the following
criteria.
Skill: Bluff 6 ranks, Diplomacy 6 ranks, and Gather Information 6 ranks.
Feat: Wild Talent
Class Information
The following information pertains to the Psychomancer advanced class.
Hit Die
The Psychomancer gains 1d6 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Psychomancer gains a number of action points equal to 6 + one-half his
character level, rounded down, every time he attains a new level in this class.
Class Skills
The Psychomancer's class skills are as follows: Autohypnosis (Wis), Bluff (Cha),
Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge
(behavioral sciences, current events, popular culture, philosophy and theology)
(Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive
(Wis), Speak Language (none).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Psionic skills, psionic powers +0 +1
2nd +1 +0 +0 +3 Trigger power, psionic powers +1 +1
3rd +1 +1 +1 +3 Bonus feat, psionic powers +1 +1
4th +2 +1 +1 +4 Power crystal, psionic powers +1 +2
5th +2 +1 +1 +4 Trigger power, psionic powers +2 +2
6th +3 +2 +2 +5 Bonus feat, psionic powers +2 +2
7th +3 +2 +2 +5 Combat manifestation, psionic powers +2 +3
8th +4 +2 +2 +6 Trigger power, psionic powers +3 +3
9th +4 +3 +3 +6 Bonus feat, psionic powers +3 +3
10th +5 +3 +3 +7 Maximize power, psionic powers +3 +4
Quicksilver Alchemist
Alchemy is a science rooted in the eldritch discipline of transmutation. The elves
of Elysium studied alchemy in two distinct
ways. One was a craft, the making of magical
potions, the other was as a physical art,
using the bodies’ natural eldritch energies to
transmute ones-self and the things around
one. This latter sort of alchemy, practiced by
a group of elves who called themselves the
Quicksilver Alchemists, would prove
invaluable during the second Illithid Wars as
Quicksilver Alchemy was about the closest
things the elves had to a Martial Art, and thus
could be exploited for combat. The
Quicksilver Alchemists twin brother is the
War Shifter. Both are warrior-like
transmutational paths however there are
many difference. Quicksilver Alchemists were
originally Elvin whereas War Shifters are mostly Duruki. Additionally Quick Silver
alchemy has less of a focus on changing living properties but rather is the art of
altering the basic elements. The Quicksilver Alchemist alters the chemistry of his
body and of his foes. The quickest path into this advanced class is from the Fast
hero basic class, though other paths are possible, in particular Strong or Tough
heroes whom are both quite physical.
Requirements
To qualify to become a Quicksilver Alchemist, a character must fulfill the
following criteria.
Base Attack Bonus: +2.
Skills: Escape Artist 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks.
Feat: Wild Talent, Nimble
Class Information
Hit Die
The Quicksilver Alchemist gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Quicksilver Alchemist
attains a new level in this class.
Class Skills
The Quicksilver Alchemist's class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex),
Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events,
earth and life sciences) (Int), Profession (Wis), Read/Write Language (none), Ride
(Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +2 +0 Alternate Forms, Boneless Body +1 +0
2nd +1 +2 +3 +0 Enlarge/Reduce +2 +0
3rd +2 +2 +3 +1 Bonus feat +2 +1
4th +3 +2 +4 +1 Liquid Form +3 +1
5th +3 +3 +4 +1 Stone Form +4 +1
6th +4 +3 +5 +2 Bonus feat +4 +2
7th +5 +4 +5 +2 Gaseous Form +5 +2
8th +6 +4 +6 +2 Shape Material +6 +2
9th +6 +4 +6 +3 Bonus feat +6 +3
10th +7 +5 +7 +3 Astral Form +7 +3
Alternate Forms
As a character gains levels of Quicksilver Alchemist she accrues a number of
alternate forms which she can assume to grant her additional combat or
situational effectiveness. All of these abilities are eldritch or supernatural
abilities and they cannot be used by characters that are considered 'blunt' or
unpsychic. A War Shifter has limited use of its alternate forms. She gets a
number of uses of her Alternate Forms equal to 1 plus her Wisdom modifier
(minimum 1) per day. She can gain additional uses of alternate forms by
expending an Action Point to do so.
Boneless Body
Starting at 1st level the Quicksilver Alchemist is completely double-jointed. He
gets a +10 bonus on Escape Artist checks as he can bend his body in unnatural
ways. This is not an alternate form - it is an immutable natural property of the
Alchemist and applies whether or not she is blunt.
Enlarge/Reduce
As a use of Alternate Form the Quicksilver Alchemist can become one size
category larger or smaller than she currently is. This size change can be stacked
with another alternate form - such as Stone Form. Enlarge causes instant growth
of the Alchemist, doubling her height and multiplying her weight by 8. This
increase changes the Alchemist's size category to the next larger one. The
Alchemist gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a
minimum of 1), and a -1 penalty on attack rolls and Defense due to her
increased size. A humanoid creature whose size increases to Large has a space
of 10 feet and a natural reach of 10 feet. This spell does not change the target's
speed. If insufficient room is available for the desired growth, the creature
attains the maximum possible size and may make a Strength check (using its
increased Strength) to burst any enclosures in the process. If it fails, it is
constrained without harm by the materials enclosing it. All equipment worn or
carried by a creature is similarly enlarged by the effect. Melee and thrown
weapons affected by this spell deal more damage (increasing by one size
category). Firearms or magical equipment do not gain benefits from this size
increase. Reduces causes the opposite; instant diminution of a Quicksilver
Alchemist, halving her height, length, and width and dividing her weight by 8. This
decrease changes her size category to the next smaller one. The Alchemist gains
a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1),
and a +1 bonus on attack rolls and Defense due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2
feet and a natural reach of 0 feet (meaning that it must enter an opponent's
square to attack). A Large humanoid creature whose size decreases to Medium
has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the
target's speed. All equipment worn or carried by a creature is similarly enlarged
by the effect. Melee and thrown weapons affected by this spell deal less damage
(decreasing by one size category). Firearms or magical equipment do not suffer
penalties from this size decrease.
Bonus Feats
At 3rd, 6th, and 9th level, the Quicksilver Alchemist gets a bonus feat. The bonus
feat must be selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it. Acrobatic, Athletic, Brawl, Cautious, Dodge,
Improved Brawl, Improved Damage Threshold, Improved Knockout Punch,
Knockout Punch, Mobility, Spring Attack, Streetfighting, Toughness.
Liquid Form
Starting at 4th level, the Quicksilver Alchemist can become a pool of liquid. This
allows it to slide 20ft per round across an even surface - sliding half that speed
upwards (no more than a 45 degree angle) or downwards twice that speed. In
liquid form the alchemist can pass through grates, sieves and other unlikely
passages. In liquid form the Quicksilver Alchemist takes double damage from fire
and heat based attacks.
Its material armor (including natural armor) becomes worthless, though its size,
Dexterity, deflection bonuses, and armor bonuses from force effects still apply.
The subject becomes immune to poison and critical hits. It can't attack while in
gaseous form. The subject also loses supernatural abilities while in liquid form.
Stone Form
Starting at 5th level the Quicksilver Alchemist can assume stone form as an
optional alternate form. Stone form turns the outer layers of the Alchemist's skin
to solid stone or metal. This gives the Alchemist a Hardness of 5 + the
Alchemist's current level (max 15). Hardness is not ignored by magical or eldritch
attacks, but can be ignored by a Strong Hero's ignore hardness talent.
Gaseous Form
At 7th level, a Quicksilver Alchemist can turn his body into a gas. The Quicksilver
Alchemist and all its gear become insubstantial, misty, and translucent. Its
material armor (including natural armor) becomes worthless, though its size,
Dexterity, deflection bonuses, and armor bonuses from force effects still apply.
The subject gains damage reduction 10/magic and becomes immune to poison
and critical hits. It can't attack while in gaseous form. The subject also loses
supernatural abilities while in gaseous form. A gaseous creature can't run, but it
can fly at a speed of 10 feet (maneuverability perfect). It can pass through small
holes or narrow openings, even mere cracks, with all it was wearing or holding in
its hands, as long as the spell persists. The creature is subject to the effects of
wind, and it can't enter water or other liquid. It also can't manipulate objects or
activate items, even those carried along with its gaseous form. Continuously
active items remain active, though in some cases their effects may be moot.
Shape Material
In 2 hours of manipulation, the Quicksilver Alchemist can form an existing piece
of stone, metal or wood into any shape that suits her purpose. While it's possible
to make crude coffers, doors, and so forth with shape material, fine detail isn't
possible. There is a 30% chance that any shape including moving parts simply
doesn't work.
Astral Form
At 10th level the Quicksilver Alchemist achieves a sort of semi-solid superform.
This looks like a semi-transparent gelatin that becomes hard as adamantium or
soft as jelly as necessary. While in Astral Form the Quicksilver Alchemist can
swap to liquid form at will and back without treating it as a use of Alternate Form.
The Astral Form can grow spiky horns that deal 1d10 points of piercing or
slashing damage in close combat. The form has no vulnerable areas and is
immune to critical hits or the effects of massive damage. The form also grants
damage reduction 10/magic. Finally targets struck by a Quicksilver Alchemist in
Astral Form run the risk of being petrified (turned to stone). Anyone struck must
pass a Fortitude save with a DC equal to the damage dealt by the Quicksilver
Alchemist or be turned permanently to stone. Only a powerful Nullify Power effect
will cancel such petrifaction.
Roboticist
A roboticist is a very specialized sort of engineer that has mastered the
fundamentals of three distinct
engineering realms: the mechanical
engineering required for building
constructs that are able to replicate
the sort of physical locomotion
displayed by humans and other
organic creatures; the electrical
engineering required for wiring such
constructs such that all of their parts
move in a correct way to walk and
move like their organic counterparts;
and finally the software engineering
required for advanced artificial
intelligence. In short a roboticist is an
expert in making robots; intelligent
constructs that range from a cleaner
bot to help around the spaceship to
truly sentient companions that one
might say the Roboticist has fathered.
Robot roboticists are particularly
important individuals because, in a
sense, they are the only kind of robot
that can effectively ‘propagate the
species’ – if one can call robots as
such.
The fastest way to the Roboticist
Advanced Class is through the Smart
Hero basic class though other paths
are possible.
Requirements
To qualify to become a Roboticist, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, Craft (mechanical) 6
ranks.
Class Information
The following information pertains to the Roboticist advanced class.
Hit Die: The Roboticist gains 1d6 hit points per level.
Action Points: 6 + one-half character level, rounded down, every time the
Roboticist attains a new level in this class.
Class Skills
The Roboticist’s class skills (and the key ability for each skill) are: Computer Use
(Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int),
Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical
sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis),
Read/Write Language (none), Repair (Int), Research (Int), Speak Language
(none), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Build Drone +1 +0
2nd +1 +0 +0 +3 Extreme Machine +1 +0
3rd +1 +1 +1 +3 Bonus Feat +2 +1
4th +2 +1 +1 +4 Robot Sympathy +2 +1
5th +2 +1 +1 +4 Aramture Robots +3 +1
6th +3 +2 +2 +5 Bonus Feat +3 +2
7th +3 +2 +2 +5 Parts Trader +4 +2
8th +4 +2 +2 +6 Mastercraft +4 +2
9th +4 +3 +3 +6 Bonus Feat +5 +3
10th +5 +3 +3 +7 Construct Biodroid +5 +3
Select a frame size and form, add manipulators and sensors as necessary, and
choose size of remote control link. Add all the modifiers to determine the check’s
DC. Make the Craft (mechanical) check to construct the drone’s frame. It takes a
Roboticist 30 hours to construct a Diminutive drone frame or 12 hours to
construct a Tiny drone frame. A Diminutive drone can be 6 to 12 inches long or
tall and weighs about 1 pound. A Tiny drone can be 13 to 24 inches long or tall
and weighs up to 3 pounds. Statistics for these drones can be found in the
Creature listings. The next step is to build the internal electronics for the drone
and install them in the frame. The DC is based on the size of the drone and
modified by the number of components that need to be wired together. For a
Diminutive drone, the DC is 15. For a Tiny drone, the DC is 12. Add +1 to the DC
for each external component and +2 for the remote link. Make the Craft
(electronic) check. It takes a Roboticist 12 hours to wire a Diminutive drone or 6
hours to wire a Tiny drone. The Roboticist programs the drone as the final step.
Decide how many ranks of the appropriate skill to program into the drone, up to
the number of ranks the Roboticist has in the skill. A Roboticist’s drone can only
contain programming for one skill. Make the Computer Use check to program the
drone. The DC for the Computer Use check is 20, modified by the number of
ranks the Roboticist wants to program into the drone (+1 to the DC for each
rank). It takes 1 hour to program the drone.
Reprogramming: A drone can be reprogrammed at any time. Doing this requires
1 hour of work and a Computer Use check (DC 20 + the number of ranks
programmed into the drone).
Extreme Machine
If it has mechanical or electronic components, a Roboticist of 2nd level or higher
can get maximum performance out of it.
By spending 1 action point and making either a Craft (electronic) or Craft
(mechanical) check (whichever is appropriate for the machine in question), the
Roboticist can temporarily improve a machine’s performance—at the risk of
causing the machine to need repairs later. The DC for the Craft check depends
on the type of improvement being made, as shown on the table below.
SEER
A Seer is a charismatic eldritch class that has eldritch class abilities focused
around the eldritch discipline of divination. In effect Seers are able to predict the
future - or if not the future, at least the most probably outcomes. Seers are
necessarily able mathematicians (or at the very least able statisticians) because
understanding when something is or is not probable, especially when the 'sight'
offers many possible intertwining outcomes with potential dependencies
between them is often more of a science than an art. The sight itself however, is
pure eldritch art. It is a sense of foreboding, a vision of foresight or other such
arcane senses. The strength with which these visitations strike represents the
likelihood of such an event. Most characters discover they are Seers rather than
studying Divination at an Eldritch college it is more likely that it has been thrust
upon them because of a unique spiritual alignment with the Diviner's path.
The fastest way to the Seer Advanced Class is through the Charismatic Hero
basic class though other paths are possible.
Requirements
To qualify to
become a Seer, a
character must
fulfill the following
criteria.
Skills: Diplomacy 6
ranks, Gather
Information 6 ranks
Feat: Wild Talent
(Valor)
Class Information
Hit Die: 1d6
Action Points: 6 +
one-half character
level, rounded
down, every time
the Seer attains a
new level in this
class.
Class Skills
The Seer's class
skills (and the key ability for each skill) are: Autohypnosis (Wis), Bluff (Cha),
Computer Use (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather
Information (Cha), Intimidate (Cha), Knowledge (arcana, business, current
events, streetwise) (Int), Listen (Wis), Profession (Wis), Psicraft (Wis), Read/Write
Language (none), Repair (Int), Research (Int), Sense Motive (Wis), Speak
Language (none).
Skill Points at Each Level: 7 + Int modifier.
Class Features
Shadow Hunter
Requirements
To qualify to become a Shadow Hunter, a character must fulfill the following
criteria. High Strength and Charisma scores are also useful.
Base Attack Bonus: +2
Skills: Investigate 6 ranks, Sense Motive 6 ranks, Knowledge (arcane lore) 3
ranks.
Feats: Track, and Personal Firearms Proficiency or Archaic Weapons Proficiency.
Class Information
Hit Die Shadow Hunters gain 1d8 hit points per level. The character's
Constitution modifier applies.
Action Points
Shadow Hunters gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Shadow Hunter's class skills are as follows: Bluff (Cha), Diplomacy (Cha),
Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (arcane
lore, current events, popular cultures, streetwise) (Int), Listen (Wis), Profession
(Wis), Read/ Write Language (none), Research (Int), Search (Int), Sense Motive
(Wis), Speak Language (none), Spot (Wis), Survival (Wis).
Skill Points at Each Level 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +1 Target bonus +1 +1 +0
2nd +1 +2 +2 +2 Swift track +2 +0
3rd +2 +2 +2 +2 Bonus feat +2 +0
4th +3 +2 +2 +2 No trace, target bonus +2 +3 +0
5th +3 +3 +3 +3 Play a hunch +4 +1
6th +4 +3 +3 +3 Bonus feat +4 +1
7th +5 +4 +4 +4 Target bonus +3 +5 +1
8th +6 +4 +4 +4 Detect magical aura +6 +2
9th +6 +4 +4 +4 Bonus feat +6 +2
10th +7 +5 +5 +5 Locate target +7 +5
The following features pertain to the Shadow Hunter advanced class.
Target Bonus
The Shadow Hunter, as a full-round action, may designate an individual as a
target. He spends one action point to select a target, and thereafter gains a
competence bonus on certain actions involving that particular target. The
Shadow Hunter does not need to know the target personally and may know her
only through her actions or description. The Shadow Hunter may not select a
target while he or the target is in combat, and once he chooses a target he must
wait 24 hours before choosing another. The Shadow Hunter gains the target
bonus as a competence bonus on attacks against that particular target, as well
as when using the following skills directly against the target, or in tracking a
target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research,
Search, Sense Motive, and Spot. The target bonus applies to a single individual
and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st
level, +2 at 4th, and +3 at 7th level.
Swift Track
At 2nd level, the Shadow Hunter may move at normal speed while using Track
without taking the -5 penalty.
Bonus Feats
At 3rd, 6th, and 9th levels, the Shadow Hunter gets a bonus feat. The bonus feat
must be selected from the following list, and the Shadow Hunter must meet all of
the prerequisites for the feat to select it. Armor Proficiency (archaic, light,
medium), Brawl, Improved Brawl, Improved Feint, Improved Grapple, Improved
Knockout Punch, Knockout Punch, Streetfighting.
No Trace
At 4th level, the Shadow Hunter knows how to hide his own tracks, and may, at
his choice, move into "No Trace" mode. All attempts to use the Track feat against
the Shadow Hunter (though not allies) treat the ground as "firm" for purposes of
success. In addition, the DC of any attempts to use Computer Use, Gather
Information, Investigate, and Research on matters involving the Shadow Hunter
are increased by the Shadow Hunter's levels in this advanced class.
Play a Hunch
At 5th level, the Shadow Hunter gains the supernatural ability to make a guess
and be assured that it is correct. The Shadow Hunter may, as a full-round action,
spend an action point to determine whether an assumption, hunch, or guess is
correct. The player states the assertion and pays an action point. Secretly rolls
percentile dice; there is a 70% +1% per character level chance of getting a
response on the hunch (failure indicates merely that you are unsure if this is true
or not). If the roll is a success, the player knows if the hunch is true, false, both or
neither. A "both" response is possible for vague assumptions. An "unknown"
response is for questions with no immediate answer. It may be determined that a
hunch is so obvious that it does not require a roll, or that it is so vague that there
is no chance for success. In these cases, the action point is not spent (though
the attempt still counts as a full-round action). A hunch does not translate as a
legal truth, and will not stand up in a court of law. Rather it is an obvious fact to
the Shadow Hunter alone. Finding proof of an assumption would require
additional work.
Detect Magical Aura
At 8th level, the Shadow Hunter gains the spell-like ability to detect magical aura.
The Shadow Hunter may use this effect up to three times per day, and each use
lasts for 20 minutes.
Locate Target
At 10th level, the Shadow Hunter gains the supernatural ability to know where
his target is, if in the target is in the general vicinity (1,000 feet of the Shadow
Hunter). This ability applies only to the target, and does not reveal attitude,
status, or the presence of others around the target. This is a supernatural ability,
and spells, psionics, and other FX that interfere with supernatural abilities will foil
the locate target ability as well.
Shadowjack
The fastest path into this advanced class is from the Smart hero basic class,
though other paths are possible.
Requirements
To qualify to become a Shadowjack, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, and Disable Device 6
ranks.
Class Information
Hit Die
Shadowjacks gain 1d6 hit points per level. The character’s Constitution modifier
applies.
Action Points
Shadowjacks gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Shadowjack's class skills are as follows: Computer Use (Int), Craft
(electronic, mechanical, writing) (Int), Decipher Script (Int), Disable Device (Int),
Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha),
Knowledge (arcane lore, current events, history, popular culture, technology)
(Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int),
Speak Language (none), Search (Int).
Skill Points at Each Level 7 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Read/write code +1 +0
2nd +1 +0 +0 +3 Online presence +1 +0
3rd +1 +1 +1 +3 Bonus feat +2 +1
4 th +2 +1 +1 +4 Shadowjack abilities +2 +1
5th +2 +1 +1 +4 Shadowjack abilities +3 +1
6 th +3 +2 +2 +5 Bonus feat +3 +2
7 th +3 +2 +2 +5 Shadowjack abilities +4 +2
8th +4 +2 +2 +6 Shadowjack abilities +4 +2
9 th +4 +3 +3 +6 Bonus feat +5 +3
10th +5 +3 +3 +7 Virtual incantations +5 +3
The following features pertain to the Shadowjack advanced class.
Read/Write Code
Beginning at 1st level, the Shadowjack can understand both the nature of raw
computer code and what the program is intended to accomplish when
implemented. On a successful Decipher Script check (DC 10 + Computer Use
skill modifier of the code’s author), the Shadowjack can determine both the
function of the program and any bugs or potential weak points in the design. If
weak points are found, the Shadowjack gains a +2 insight bonus on Computer
Use checks attempting to degrade the program.
Online Presence
Beginning at 2nd level, when attempting to use a Charisma-abased skill such a
Bluff, Intimidate, Diplomacy, or Gather Information in an online situation, the
Shadowjack adds any Shadowjack levels as a circumstance bonus.
Bonus Feats
At 3rd, 6th, and 9th level, the Shadowjack gets a bonus feat. The bonus feat
must be selected from the following list, and the Shadowjack must meet all of
the prerequisites for the feat to select it. Alertness, Arcane Skills, Builder,
Cautious, Educated, Gearhead, Lightning Reflexes, Low Profile, Meticulous,
Renown, Studious, Windfall.
Shadowjack Abilities
Beginning at 4th level, the Shadowjack gains the following abilities:
Electronic Empathy: The Shadowjack gains a +2 competence bonus when
repairing or disabling electronic devices. This is in addition to any synergy
bonuses for related skills.
Careful Progress: When the Shadowjack attempts to defeat computer security,
the administrator is alerted only if the Shadowjack fails his Computer Use check
by 10 or more.
At 5th level, the Shadowjack gains the following abilities:
False Trail: When covering his electronically tracks through the internet, the
Shadowjack can lay in a false trail. With a successful DC 25 Computer Use
check, the Shadowjack imposes a ?5 penalty on any attempt to trace him (as
described in the Defend Security function of the Computer Use skill). If the trace
fails by 10 or more points, the tracker follows the Shadowjack’s false trail to an
innocent internet address. If the trace fails by less than 10 points, the tracker
realizes the trail is bogus and gives up.
Install Backdoor: After successfully breaking into a specific computer system, the
Shadowjack can install a ?backdoor? to the system. A backdoor is a piece of
code that makes it easier for the Shadowjack to break into that particular system
in the future. Writing and installing the program requires a Computer Use check
(see chart below), but once successfully installed it automatically defeats that
systems security upon return trips the Shadowjack no longer needs to make
Computer Use checks to enter that system.
It is important to keep backdoors hidden from the system Level of
administrator, who will always be on the lookout for such DC
Security
invasions. A backdoor automatically allows the Shadowjack Minimum 25
entrance to a particular system, but every time he uses it he
must make an opposed Computer Use check against the Average 30
administrator. Failure means the backdoor is discovered and Exceptional 40
will be deleted before the next time the Shadowjack returns. Maximum 45
At 7th level, the Shadowjack gains the following abilities:
Online Spell Resistance: The Shadowjack becomes harder to hurt by spells and
spell-like abilities sent through email and electronic devices, including the
Techno Mage’s online spellcasting ability as well as magical items which use
electronic components. The Shadowjack gains Spell Resistance equal to 10 + his
Shadowjack levels. This is a supernatural ability.
Improved Degradation: The Shadowjack’s attempts to alter and degrade existing
programming get more insidious. The degradation is installed as normal (as
described in the Degrade Programming function of the Computer Use skill).
However, unless the Computer Use check to fix the degraded program exceeds
the DC by 5, the degradation returns within 6 hours this happens automatically,
the Shadowjack does not have to make a second check.
At 8th level, the Shadowjack gains the following abilities:
Passfirewall: When the Shadowjack attempts to defeat computer security, the
administrator is alerted only if the Shadowjack rolls a 1 on his Computer Use
check.
Walking Database: The Shadowjack gains the supernatural ability to recall vast
amounts of information gleaned while traveling through cyberspace. He may
spend an action point and then substitute his Computer Use score instead of a
Knowledge score for the purposes of one check.
Virtual Incantations
At 10th level, the Shadowjack gains the spell-like ability to use a computer to
cast incantations. This process reduces the number of secondary casters
required by 10, and may allow the Shadowjack to shorten the casting time. If he
is successful at a Computer Use check with a DC equal to the DC for the
incantation’s skill check, the casting time is reduced to 1/10th of its original
length. All other requirements for the incantation (components, saving throws,
backlash, and so forth) remain the same.
Soldier
Requirements
To qualify to become a Soldier, a character must fulfill the following criteria.
Base Attack Bonus:+3
Skill: Knowledge (tactics) 3 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Hit Die
1d10
Action Points
6 + one-half character level, rounded down, every time the character attains a
new level in this class.
Class Skills
The Soldier's class skills (and the key ability for each skill) are: Demolitions (Int),
Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history,
popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis),
Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis),
Swim (Str).
Skill Points at Each Level 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +0 Weapon Focus +1 +0
2nd +1 +2 +2 +0 Weapon Specialization +1 +0
3rd +2 +2 +2 +1 Bonus Feat +2 +0
4th +3 +2 +2 +1 Tactical aid +2 +0
5th +3 +3 +3 +1 Improved Critical +3 +1
6th +4 +3 +3 +2 Bonus Feat +3 +1
7th +5 +4 +4 +2 Improved reaction +4 +1
8th +6 +4 +4 +2 Greater Weapon Specialization +4 +1
9th +6 +4 +4 +3 Bonus feat +5 +2
10th +7 +5 +5 +3 Critical strike +5 +2
Tactical Aid
As a full-round action, the Soldier provides tactical aid to all of his allies
(including himself) within sight and voice range of his position. This use of
tactical aid requires an action point. This aid provides a +1 competence bonus
on attack rolls. The bonus lasts for a number of rounds equal to one-half of the
Soldier's level in the advanced class, rounded down.
Improved Critical
For the weapon the Soldier has applied weapon specialization to the Soldier's
threat range increases by one.
Improved Reaction
At 7th level, a Soldier gains a +2 competence bonus on initiative checks.
Greater Weapon Specialization
At 8th level, a Soldier gains greater weapon specialization with the weapon he or
she selected at 2nd level. This ability increases the bonus on damage rolls to +4
when using the selected weapon.
Critical Strike
At 10th level, a Soldier gains the ability to automatically confirm a threat as a
critical hit when attacking with the weapon he or she has applied weapon
specialization to, eliminating the need to make a roll to confirm the critical hit.
Space Monkey
The fastest path into this advanced class is from the Tough hero basic class,
though other paths are possible.
Requirements
To qualify to become a Space Monkey, a character must fulfill the following
criteria.
Starting Occupation: Astronaut Trainee
Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks
Tough Hero Talent: Any one talent from the Unbreakable Talent Tree
Class Information
Hit Die
The Space Monkey gains 1d10 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Space Monkey gains a number of action points equal to 6 + one-half his
character level, rounded down, every time he attains a new level in this class.
Class Skills
The Space Monkey’s class skills are as follows: Balance (Dex), Bluff (Cha), Climb
(Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int),
Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge
(earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int),
Search (Int), Survival (Wis), Treat Injury (Wis), Tumble (Dex)
Skill Points at Each Level 4+ Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +1 +0 Hibernation trance +1 +0
2nd +1 +3 +2 +0 Monkey’s wrench +1 +0
3rd +2 +3 +2 +1 Bonus feat +2 +0
4th +3 +4 +2 +1 Monkeys unite +2 +0
5th +3 +4 +3 +1 Know location (+2) +3 +1
6th +4 +5 +3 +2 Bonus feat +3 +1
7th +5 +5 +4 +2 Monkey shines +4 +1
8th +6 +6 +4 +2 Know location (+4), space suitable +4 +1
9th +6 +6 +4 +3 Bonus feat +5 +2
10th +7 +7 +5 +3 Monkey shot +5 +2
The following class features pertain to the Space Monkey advanced class.
Hibernation Trance
A Space Monkey can enter a deep trance that allows him to gain the full benefits
of sleep or bed rest in half the usual time.
Monkey’s Wrench
Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space
Monkey gains a competence bonus equal to one-half his Space Monkey class
level on skill checks made when using a tool kit. This bonus stacks with the tool
kit’s normal equipment bonus.
Bonus Feats
At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat
must be selected from the following list, and the Space Monkey must meet all
the prerequisites of the feat to select it. Acrobatic, Advanced Firearms
Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor
Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor
Proficiency (powered), Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes,
Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint,
Improved Knockout Punch, Jack of All Trades, Knockout Punch, Power Attack,
Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon
Focus, Zero-G Training.
Monkeys Unite
Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains
a +1 morale bonus on attack rolls when fighting adjacent to another Space
Monkey. Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls
against an opponent flanked by another Space Monkey; this bonus is in addition
to the usual +2 bonus for flanking.
Know Location
At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and
Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.
Monkey Shines
Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use
the Bluff technique of feinting in combat as a move action, allowing him to feint
and attack in the same round. If the Space Monkey also has the Improved Feint
feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks
made to feint in combat.
Space Suitable
At 8th level, a Space Monkey becomes more comfortable in armor. He treats any
suit of armor as though its armor penalty and maximum Dexterity bonus were 1
better.
Monkey Shot
By spending an action point at the end of his turn, a 10th-level Space Monkey
gains an extra attack at his full attack bonus. (Remember that a character can
spend only one action point per round.)
Speed Demon
The fastest path into this advanced class is from the Fast hero basic class,
though other paths are possible.
Requirements
To qualify to become a Speed Demon, a character must fulfill the following
criteria.
Skills: Drive 6 ranks.
Feats: Vehicle Expert.
Other: Base Reflex save +2.
Class Information
Hit Die
Speed Demons gain 1d8 hit points per level. The character’s Constitution
modifier applies.
Action Points
Speed Demons gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Speed Demon’s class skills are as follows: Balance (Dex), Concentration
(Con), Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex),
Knowledge (current events, popular culture, technology) (Int), Listen (Wis),
Profession (Wis), Navigate (Int), Pilot (Dex), Read/Write Language (none), Repair
(Int), Speak Language (none), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +0 Uncanny dodge X +1 +0
2nd +1 +0 +3 +0 Hit the weak spot +1 +0
3rd +2 +1 +3 +1 Bonus feat, vehicle empathy +2 +1
4th +3 +1 +4 +1 Need for speed +2 +1
5th +3 +1 +4 +1 Nursing the turns +3 +1
6th +4 +2 +5 +2 Bonus feat, commandeer +3 +2
7th +5 +2 +5 +2 Lead foot +4 +2
8th +6 +2 +6 +2 Redlining the needle +4 +2
9th +6 +3 +6 +3 Bonus feat, restore vehicle +5 +3
10th +7 +3 +7 +3 One with the machine +5 +3
Steel Monk
Requirements
To qualify to become a Steel Monk, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Knowledge (Theology & Philosophy), Tumble 6 ranks.
Feat: Personal Firearms Proficiency, Weapon Focus (any firearm), Two-weapon
Fighting
Class Information
Hit Die
1d8
Action Points
6 + one-half character level, rounded down, every time the Steel Monk attains a
new level in this class.
Class Skills
The Steel Monk's class skills (and the key ability for each skill) are: Climb (Str),
Diplomacy (Cha), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Hide (Dex),
Knowledge (current events, streetwise, theology & philosophy) (Int), Jump (Str),
Move Silently (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex),
Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +1 Close combat shot +0 +1
2nd +1 +0 +2 +2 Defense Bonus +1 +0
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Diamond Body, Slow Fall +2 +1
5th +3 +1 +3 +3 Lightning shot +3 +1
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Greater w focus +4 +2
8th +6 +2 +4 +4 Guns Akimbo +4 +2
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Abundant Step +5 +3
Swindler
The fastest path into this advanced class is from the Charismatic hero basic
class, though other paths are possible.
Requirements
To qualify to become a Swindler, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks.
Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate,
Fast-Talk.
Class Information
Hit Die
The Swindler gains 1d6 hit points per level. The character's Constitution modifier
applies.
Action Points
The Swindler gains a number of action points equal to 7 + one-half his character
level, rounded down, every time he attains a new level in this class. (The
Swindler's ability to manipulate probability entitles him to a higher number of
action points per class level than other advanced classes.)
Class Skills
The Swindler's class skills are as follows: Bluff (Cha), Diplomacy (Cha), Disguise
(Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha),
Knowledge (behavioral sciences, business, civics, current events, history,
popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha),
Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand
(Dex), Speak Language (none), Tumble (Dex).
Skill Points at Each Level 6 + Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +2 Cheat fate +0 +0
2nd +1 +0 +2 +3 Thousand faces +1 +0
3rd +2 +1 +2 +3 Bonus feat +1 +1
4th +3 +1 +2 +4 Fortune's favor (+2) +1 +1
5th +3 +1 +3 +4 Warp probability (30 ft.) +2 +1
6th +4 +2 +3 +5 Bonus feat +2 +2
7th +5 +2 +4 +5 Fortune's favor (+4) +2 +2
8th +6 +2 +4 +6 Warp probability (60 ft.) +3 +2
9th +6 +3 +4 +6 Bonus feat +3 +3
10th +7 +3 +5 +7 Fortune's favor (+6) +3 +3
The Technomancer
Technomancy, or the eldritch art of manipulating technology and advanced
science, came about by a council of eldritch sorcerers on the Coalition Star
Station of Istra. Technomancers are part computer scientist and part spell
caster. Their abilities reflect both their natural aptitude for logic as well as their
supernatural ability to manipulate it. The fastest way to the Technomancer
Advanced Class is through the Smart Hero basic class as the character must
have some basic resistance to heat. A character with equipment that grants
Thrasher
The fastest path into this advanced class is from the Tough hero basic class,
though other paths are possible.
Requirements
To qualify to become an Thrasher, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Concentration 6 ranks, Survival 6 ranks.
Feats: Athletic or Endurance.
Class Information
Hit Die: Thrashers gain 1d12 hit points per level. The character’s Constitution
modifier applies.
Action Points: Thrashers gain a number of action points equal to 6 plus one-half
their character level, rounded down, every time they advance a level in this class.
Class Skills: The Thrasher’s class skills are as follows: Balance (Dex), Climb (Str),
Concentration (Con), Drive (Dex), Profession (Wis), Read/Write Languages
(none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Survival (Wis),
Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +1 +0 Tough Defense +1 +0
2nd +1 +3 +2 +0 Ability surge 1/day +1 +0
3rd +2 +3 +2 +1 Bonus feat +2 +0
4th +3 +4 +2 +1 Uncanny dodge X +2 +0
5th +3 +4 +3 +1 Ability surge 2/day +3 +1
6th +4 +5 +3 +2 Bonus feat +3 +1
7th +5 +5 +3 +2 Damage reduction 5/+1 +4 +1
8th +6 +6 +4 +2 Ability surge 3/day +4 +1
9th +6 +6 +4 +3 Bonus feat +5 +2
10th +7 +7 +5 +3 Damage reduction 10/+1 +5 +2
Tracer
The fastest path into this advanced class is from the Dedicated hero basic class,
though other paths are possible.
Requirements
To qualify to become a Tracer, a character must fulfill the following criteria.
Base Attack Bonus; +2
Skills: Investigate 6 ranks, Knowledge (behavioral sciences or streetwise) 6
ranks, Survival 6 ranks.
Feats: Track
Class Information
Hit Die
The Tracer gains 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
The Tracer gains a number of action points equal to 6 + one-half his character
level, rounded down, every time he attains a new level in this class.
Class Skills
The Tracer’s class skills are as follows: Climb (Str), Computer Use (Int), Disable
Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex),
Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise,
tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex),
Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str).
Skill Points at Each Level 4 + Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +0 +2 +0 Target species, Urban Tracking +1 +0
2nd +2 +0 +3 +0 Swift strike +1d6 +2 +1
3rd +3 +1 +3 +1 Bonus feat +2 +1
4th +4 +1 +4 +1 Uncanny stealth (full speed) +2 +1
5th +5 +1 +4 +1 Swift strike +2d6 +3 +2
6th +6 +2 +5 +2 Bonus feat +3 +2
7th +7 +2 +5 +2 Uncanny stealth (charge/run) +4 +2
8th +8 +2 +6 +2 Swift strike +3d6 +4 +3
9th +9 +3 +6 +3 Bonus feat +4 +3
10th +10 +3 +7 +3 Swift tracking +5 +3
War Shifter
War Shifters are generally strong warriors who are particularly well attuned to the
eldritch ley line of transmutation - not unlike the Quicksilver Alchemist. There are
a number of differences between these two transmutational paths however.
Whereas the Alchemists are commonly found among members of the Elvish race
the War Shifters are most commonly Duruki. War Shifters feel a strong
connection with the natural world (particularly with the beasts and birds native to
the Elysium Nebula) whereas the Alchemist transmutes non-living things and
feels closer kinship with earth and stone. The War Shifter alters his body to give
him a tactical edge in combat and in other situations. During the Duruki Kruthik
Wars entire squadrons of War Shifters would be employed to hold the line
against the invading aliens. The fastest path into this advanced class is from the
Strong hero basic class, though other paths are possible, in particular Fast or
Tough heroes whom are both quite physical.
Requirements
To qualify to become a War Shifter, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Handle Animal 6 ranks, Swim 6 ranks.
Feat: Brawl, Wild Talent
Class Information
Hit Die
1d10
Action Points
6 + one-half character level, rounded down, every time the War Shifter attains a
new level in this class.
Class Skills
The War Shifter's class skills are as follows: Climb (Str), Craft (mechanical,
structural, visual art) (Int), Handle Animal (Cha), Jump (Str), Knowledge (art,
history, theology and philosophy), Profession (Wis), Research (Int), Ride (Dex),
and Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Alternate Forms, Talon of the Beast +1 +0
2nd +1 +3 +0 +2 Bear Form +1 +0
3rd +2 +3 +1 +2 Bonus feat +2 +1
4th +3 +4 +1 +2 Cat Form +2 +1
5th +3 +4 +1 +3 Snake Form +3 +2
6th +4 +5 +2 +3 Bonus feat +3 +2
7th +5 +5 +2 +4 Dolphin Form +4 +3
8th +6 +6 +2 +4 Rhino Form +4 +3
9th +6 +6 +3 +4 Bonus feat +5 +4
10th +7 +7 +3 +5 Angel Form +5 +4
Bear Form
Bear form is the basic attack form of
the War Shifter and is available by 2nd
level. A character in medium or heavier
armor cannot assume bear form. A
character in Bear Form gets a +4
Strength modifier and deals 1d8 points
of damage with her unarmed attacks.
She additionally gets a natural armor
bonus equal to her current level of War
Shifter.
Bonus Feats
At 3rd, 6th, and 9th levels, the War
Shifter gets a bonus feat. The bonus
feat must be selected from the
following list, and the War Shifter must
meet all of the prerequisites for the feat
to select it. Advanced Two-Weapon Fighting, Blind-Fight, Combat Expertise,
Cleave, Combat Reflexes, Dead Aim, Exotic Melee Weapon Proficiency, Far Shot,
Great Cleave, Improved Bull Rush, Improved Disarm, Improved Trip, Improved
Two-Weapon Fighting, Power Attack, Sunder, Two-Weapon Fighting, Weapon
Focus.
Cat Form
Starting at 4th level, the War Shifter can assume the form of an extremely
stealthy humanoid cat. Her skin develops fine black hair (like a black panther)
and she becomes extremely hard to detect in shadows and she becomes
extremely silent. A character in medium or heavier armor cannot assume cat
form. Cat Form grants a +2 bonus on Hide and Move Silently checks for each
level of War Shaper the character has (maximum +20 on each). The Hide bonus
is halved in well-lit areas but doubled in dark conditions. Cat Form grants a +1
bonus on Climb and Jump checks for each level of War Shaper the character has
(maximum +10 on each). Unarmed attacks in Cat Form deal 1d6 points of lethal
damage.
Snake Form
Starting at 5th level the War Shifter can transform into a Snake allowing it to fit
through very small areas. Additionally Snake Form grants the War Shifter a +10
bonus on Grapple checks and allows it a special constriction attack when it is
grappling a target. Each round that a Snake Form War Shifter successfully
grapples its target it automatically deals 2d6 plus Strength points of constriction
damage.
Aquatic Form
At 7th level, a War Shifter can assume Aquatic Form. Aquatic form can be used
to either optionally transform entirely into a dolphin-like water-breathing creature
or to transform into a hybrid 'merfolk' type form with the lower half of a Dolphin
and the upper half of a dolphin-skinned humanoid. The dolphin form grants a
60ft Swim speed and a +20 bonus on Swim checks. The merfolk form grants a
30ft Swim speed and a +10 bonus on Swim checks. In the either form the War
Shifter develops gills (unlike a real dolphin) and can breathe comfortably
underwater.
Rhino Form
Starting at 8th level, the War Shifter can assume the form of a charging
rhinoceros. The Rhino Form is extremely resilient. Rhino form grants a +4 bonus
to Constitution. Rhino Form additionally grants a natural armor bonus equal to
the character's current level of War Shifter and Damage Reduction equal to half
the War Shifter's level (rounding down). The Rhino form grants a powerful horn
melee attack. In melee the horn deals 1d10 points of damage. The strength
modifier on the horn is doubled when the War Shifter charges.
Angel Form
At 10th level or higher, a War Shifter can assume the form of an angelic
humanoid creatures with a vast set of wings. In such a form she gains a 60ft fly
speed with perfect maneuverability. Additionally she gains a DR 10/magic from
her supernatural form and becomes immune to the effects of vacuum. Angel
Form does not require that the War Shifter breathe so in Angel Form the War
Shifter cannot suffer from inhaled poisons or from suffocation effects.
The Wildlord
The fastest path into this advanced class is from a combination of Strong and
Tough hero basic classes, though other paths are possible.
Requirements
To qualify to become a Wildlord, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Handle Animal 6 ranks, Survival 6 ranks.
Class Information
Hit Die
Wildlords gain 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
Wildlords gain a number of action points equal to 6 plus one-half their character
level, rounded down, every time they advance a level in this class.
Class Skills
The Wildlord's class skills are as follows: Climb (Str), Concentration (Con), Drive
(Dex), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Behavioral
sciences, earth and life sciences, physical sciences), Move Silently (Dex),
Navigate (Int), Pilot (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis),
Swim (Str), Treat Injury (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +2 Animal empathy +1 +1
2nd +1 +3 +0 +3 Track, animal companion +1 +1
3rd +2 +3 +1 +3 Bonus feat, fast climb +2 +1
4th +3 +4 +1 +4 Resist venom, call companion +2 +2
5th +3 +4 +1 +4 Skill mastery +3 +2
6th +4 +5 +2 +5 Bonus feat +3 +2
7th +5 +5 +2 +5 Expert in your field +4 +3
8th +6 +6 +2 +6 Command/rebuke animals +4 +3
9th +6 +6 +3 +6 Bonus feat, transform companion +5 +3
10th +7 +7 +3 +7 Command/rebuke magical beasts +5 +4