This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
|
srb:class [2020/04/26 13:51] weby |
srb:class [2020/05/17 08:14] (current) weby |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Classes ====== | ====== Classes ====== | ||
| - | FIXME add rest of class power descritions | + | Character classes are divided into two main types, Pure classes that focus only on one thing, Mixed classes that do two different things. |
| - | FIXME add rest of class descriptions | + | ===== Class base ability tables ===== |
| - | + | ||
| - | + | ||
| - | + | ||
| - | Character classes are divided into two main types, Pure classes that focus only on one thing, Mixed classes that do two different things. | + | |
| Pure classes | Pure classes | ||
| - | ^ class ^ Saves ^^ Adept ^ Combat Engineer ^ Envoy ^ Soldier ^ class ^ | + | ^class^Saves^^ Adept ^Combat Engineer ^ Envoy ^Soldier ^class^ |
| - | ^ Lvl ^ Strong ^ Weak ^ Pure biotic ^ Pure tech ^ Pure social ^ Pure combat ^ Lvl ^ | + | ^Lvl^Strong^Weak^Pure biotic ^Pure tech ^ Pure social ^Pure combat ^Lvl^ |
| - | | 1 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise(1d6) | Toughness feat | 1 | | + | |1|1|0|Biotic Specialization |Tech Specialization |Expertise(1d6) |
| - | | 2 | 1 | 0 | Biotic Specialization | Submachine gun feat | Envoy improvisation | + | |2|1|0|Biotic Specialization |Submachine gun feat |Exploit 1 |Weapon Proficiency |2| |
| - | | 3 | 0 | 1 | Biotic points feat | Tech points feat | Skill expertise | + | |3|0|1|Biotic points feat |Tech points feat |Extra Exploit points feat|Medium Armor feat |3| |
| - | | 4 | 1 | 0 | Biotic Specialization | Tech Specialization | | + | |4|1|0|Biotic Specialization |Tech Specialization |Exploit 1 |Shield boost |4| |
| - | | 5 | 1 | 0 | Biotic Specialization | Tech Specialization | Envoy improvisation | + | |5|1|0|Biotic Specialization |Tech Specialization |Expertise(1d8) A |Combat power |5| |
| - | | 6 | 0 | 1 | Biotic points feat | Tech points feat | | + | |6|0|1|Biotic points feat |Tech points feat |Exploit 2 |Toughness feat |6| |
| - | | 7 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | + | |7|1|0|Biotic Specialization |Tech Specialization |Expertise(1d6) B |Combat power |7| |
| - | | 8 | 1 | 0 | Biotic Specialization | Tech Specialization | | + | |8|1|0|Biotic Specialization |Tech Specialization |Exploit 2 |Weapon Proficiency |8| |
| - | | 9 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |9|0|1|Biotic points feat |Tech points feat |Specialization exploit 1|Toughness feat |9| |
| - | | 10 | 1 | 0 | Biotic Specialization | Tech Specialization | | + | |10|1|0|Biotic Specialization |Tech Specialization |specialization skill mastery A|Heavy armor Proficiency|10| |
| - | | 11 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | + | |11|1|0|Biotic Specialization |Tech Specialization |Expertise(1d10) A |Combat power |11| |
| - | | 12 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |12|0|1|Biotic points feat |Tech points feat |Exploit 3 |Toughness feat |12| |
| - | | 13 | 1 | 0 | Biotic Specialization | Tech Specialization | | + | |13|1|0|Biotic Specialization |Tech Specialization |Expertise(1d8) B |Improved Shield boost |13| |
| - | | 14 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d10) | + | |14|1|0|Biotic Specialization |Tech Specialization |Exploit 4 |Weapon Proficiency |14| |
| - | | 15 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |15|0|1|Biotic points feat |Tech points feat |Extra Exploit points feat|Toughness feat |15| |
| - | | 16 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | + | |16|1|0|Biotic Specialization |Tech Specialization |Exploit 4 |Weapon Proficiency |16| |
| - | | 17 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise | + | |17|1|0|Biotic Specialization |Tech Specialization |Double |
| - | | 18 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |18|0|1|Biotic points feat |Tech points feat |Exploit 5 |Toughness feat |18| |
| - | | 19 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill focus | Master shield boost | 19 | | + | |19|1|0|Biotic Specialization |Tech Specialization |specialization power A |Master shield boost |19| |
| - | | 20 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | + | |20|1|0|Biotic Specialization |Tech Specialization |Exploit 5 |Combat power |20| |
| - | | 21 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |21|0|1|Biotic points feat |Tech points feat |Expertise(1d12) A |Toughness feat |21| |
| - | | 22 | 1 | 0 | Biotic Specialization | Tech Specialization | | + | |22|1|0|Biotic Specialization |Tech Specialization |specialization skill mastery B|Combat power |22| |
| - | | 23 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise | + | |23|1|0|Biotic Specialization |Tech Specialization |Expertise(1d10) B |
| - | | 24 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |24|0|1|Biotic points feat |Tech points feat |Exploit 6 |Toughness feat |24| |
| - | | 25 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | + | |25|1|0|Biotic Specialization |Tech Specialization |Specialization exploit B|Combat power |25| |
| - | | 26 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | + | |26|1|0|Biotic Specialization |Tech Specialization |Exploit 6 |Combat power |26| |
| - | | 27 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |27|0|1|Biotic points feat |Tech points feat |specialization power B |Toughness feat |27| |
| - | | 28 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | + | |28|1|0|Biotic Specialization |Tech Specialization |Exploit 7 |Combat power |28| |
| - | | 29 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise | + | |29|1|0|Biotic Specialization |Tech Specialization |Expertise(1d12) B |
| - | | 30 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | + | |30|0|1|True biotic |Master tech |Main envoy |Supreme soldier |30| |
| Mixed classes | Mixed classes | ||
| - | ^ class ^ Vanguard ^ Infiltrator ^ Sentinel ^ Operative ^ Scientist ^ Mystic ^ class ^ | + | ^class^Vanguard ^Infiltrator ^Sentinel ^Operative ^Scientist ^Mystic ^class ^ |
| - | ^ Lvl ^ Combat/ | + | ^Lvl^Combat/ |
| - | | 1 | Toughness feat | Stealthy feat | Biotic Specialization | Operative’s edge +1 | Science | Connection | 1 | | + | |1|Toughness feat |
| - | | 2 | Biotic specialisation | + | |2|Biotic specialisation|Time Slow |Tech Specialization |Weapon Focus |Tech Specialization |Biotic Specialization |2| |
| - | | 3 | Weapon Proficiency | + | |3|Weapon Proficiency |
| - | | 4 | Biotic specialisation | + | |4|Biotic specialisation|Tech specialization |Tech Specialization |Exploit 1 |Exploit 1 |Exploit 1 |4| |
| - | | 5 | Medium Armor feat | Sniper Rifle | Biotic Specialization | Operative’s edge +2 | Scientific doublespeak | Channel skill +1 | 5 | | + | |5|Medium Armor feat |Sniper Rifle |Biotic Specialization |Evasion |Improve self 1 |Empathy |5| |
| - | | 6 | Biotic specialisation | + | |6|Biotic specialisation|Tactical cloak 2 |Tech Specialization |Specialization |Tech Specialization |Biotic Specialization |6| |
| - | | 7 | Weapon Proficiency | + | |7|Weapon Proficiency |
| - | | 8 | Biotic specialisation | + | |8|Biotic specialisation|Improved Time Slow |Tech Specialization |Exploit 2 |Exploit 2 |Exploit 2 |8| |
| - | | 9 | Toughness feat | Tactical cloak 3 | Biotic Specialization | trick attack +2d8 | Use technology | Channel skill +2 | 9 | | + | |9|Toughness feat |
| - | | 10 | Biotic specialisation | + | |10|Biotic specialisation|Medium Armor |Tech Specialization |Specialization exploit |Specialization |
| - | | 11 | Combat power | Tech specialization | Biotic Specialization | Debilitating trick, | Improve technology | Greater | + | |11|Combat power | Tech specialization |Biotic Specialization |Debilitating trick, |One more use |Mindlink |11| |
| - | | 12 | Biotic specialisation | + | |12|Biotic specialisation|Tactical cloak 4 |Tech Specialization |Exploit 3 |Exploit 3 |Exploit 3 |12| |
| - | | 13 | Heavy armor Proficiency | + | |13|Heavy armor Proficiency|Improved Shield Boost|Biotic Specialization |trick attack |
| - | | 14 | Biotic specialisation | + | |14|Biotic specialisation|Tech specialization |Tech Specialization |specialization skill mastery|specialization skill mastery|specialization skill mastery |14| |
| - | | 15 | Toughness feat | Tactical cloak 5 | Biotic Specialization | quick movement (+10 ft.) | Science Generalist | telepathic bond | 15 | | + | |15|Toughness feat |Tactical cloak 5 |Biotic Specialization |quick movement (+10 ft.)|Tech Specialization |Biotic Specialization |
| - | | 16 | Biotic specialisation | + | |16|Biotic specialisation|Combat Specialization|Tech Specialization |Exploit 4 |Exploit 4 |Exploit 4 |16| |
| - | | 17 | Combat power | Tech specialization | Biotic Specialization | trick attack +4d8 | Forced Amity | Channel skill +4 | 17 | | + | |17|Combat power |Tech specialization |Biotic Specialization |trick attack +4d8 | |
| - | | 18 | Biotic specialisation | + | |18|Biotic specialisation|Tactical cloak 6 |Tech Specialization |Expertise(1d10) |Expertise(1d10) |
| - | | 19 | Combat power | Combat Specialization | Biotic Specialization | quick movement (+20 ft.) | One more use | Retrocognition ( | 19 | | + | |19|Combat power |Combat Specialization |Biotic Specialization |quick movement (+20 ft.)|Tech Specialization |Biotic Specialization |19| |
| - | | 20 | Biotic specialisation | + | |20|Biotic specialisation|Tech specialization |Tech Specialization |Exploit 5 |Exploit 5 |Exploit 5 |20| |
| - | | 21 | Toughness feat | Supreme Time Slow | Biotic Specialization | trick attack +5d8 | Forced Amity | Channel skill +5 | 21 | | + | |21|Toughness feat |Supreme Time Slow |Biotic Specialization |trick attack +5d8 |Tech Specialization |Biotic Specialization |21| |
| - | | 22 | Combat power | Combat Specialization | + | |22|Combat power|Combat Specialization |
| - | | 23 | Biotic specialisation | + | |23|Biotic specialisation|Tech specialization |Biotic Specialization |Weapon Specialization |Tech Specialization |Biotic Specialization |
| - | | 24 | Combat power | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | + | |24|Combat power |Tech specialization |Tech Specialization |Exploit 6 |Exploit 6 |Exploit 6 |24| |
| - | | 25 | Biotic specialisation | + | |25|Biotic specialisation|Combat Specialization |Biotic Specialization |trick attack +6d8 |Tech Specialization |Biotic Specialization |25| |
| - | | 26 | Toughness feat | Tech specialization | Tech Specialization | quick movement | + | |26|Toughness feat |Tech specialization |Tech Specialization |Expertise(1d12) |Expertise(1d12) |
| - | | 27 | Combat power | Tech specialization | Biotic Specialization | Double debilitation | Mind Probe | Transcendence | 27 | | + | |27|Combat power |Tech specialization |Biotic Specialization |Double debilitation |Tech Specialization |Biotic Specialization |27| |
| - | | 28 | Biotic specialisation | + | |28|Biotic specialisation|Combat Specialization |Tech Specialization |Exploit 7 |Exploit 7 |Exploit 7 |28| |
| - | | 29 | Combat power | Tech specialization | Biotic Specialization | trick attack +7d8 | Memory Palace | Channel skill +7 | 29 | | + | |29|Combat power |Tech specialization |Biotic Specialization |trick attack +7d8 |Improve self 2 |Empathic Mastery (Sp) |29| |
| - | | 30 | Biotic specialisation | Tech specialization | + | |30|Supreme Vanguard |Infiltration master |
| ===== Pure classes ===== | ===== Pure classes ===== | ||
| Line 102: | Line 98: | ||
| Strong save: Will | Strong save: Will | ||
| + | === True Biotic === | ||
| + | You can use one resolve point as move action to instantly recover all your Biotic points and trigger freely either Aegis Shield or Barrier(your choice) at no cost and regardless of cooldown. | ||
| + | This can be done only once until you take a 10 minute rest. | ||
| ==== Combat Engineer ==== | ==== Combat Engineer ==== | ||
| Line 119: | Line 118: | ||
| Strong save: Will | Strong save: Will | ||
| + | |||
| + | === Master Tech === | ||
| + | You can use one resolve point as move action to instantly recover all your Tech points and trigger freely Shield Block at no cost and regardless of cooldown. | ||
| + | This can be done only once until you take a 10 minute rest. | ||
| ==== Envoy ==== | ==== Envoy ==== | ||
| - | FIXME picture | + | {{: |
| You make your way in the universe with | You make your way in the universe with | ||
| Line 156: | Line 159: | ||
| Strong save: Will | Strong save: Will | ||
| - | === Envoy improvisation | + | === Expertise, Exploit, |
| + | see [[Exploit]]. | ||
| - | As you gain experience, you learn envoy improvisations—little | + | Note that envoy has two different Expertises, one starting at level 1 second at 7. All of Expertise dice, Specialization exploit and specialization powers are separate for the two. They are marked with a letter after to differentiate. |
| - | tricks that bolster allies, confound enemies, or change | + | |
| - | and flow of battle using guile, inspiration, | + | |
| - | If an improvisation allows you to grant an effect to an ally, you | + | === Extra Exploit points feat === |
| - | cannot grant yourself that effect unless the improvisation states | + | Gain the Extra Exploit points |
| - | otherwise. If an envoy improvisation allows a saving throw to resist | + | |
| - | its effects or requires an enemy to attempt a skill check, the DC is | + | |
| - | equal to 10 + half your envoy level + your Charisma modifier. | + | |
| - | Some envoy improvisations are language-dependent, | + | |
| - | affecting, sense-dependent, | + | |
| - | these. | + | |
| - | + | ||
| - | === Expertise | + | |
| - | + | ||
| - | + | ||
| - | You are an expert at dealing with challenges that test your skills, | + | |
| - | be the challenges social or otherwise. At 1st level, when attempting | + | |
| - | a Sense Motive check, you can roll 1d6 (your expertise die) and | + | |
| - | add the result of the roll to your check as an insight bonus. | + | |
| - | + | ||
| - | At envoy level 10, you can once/day roll the expertise die twice and take the better result. | + | |
| - | + | ||
| - | + | ||
| - | ===Skill expertise=== | + | |
| - | + | ||
| - | You can use expertise | + | |
| - | with one additional skill. You must have at least 1 rank in | + | |
| - | a skill to select it, and it must come from the following list: Bluff | + | |
| - | (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise | + | |
| - | (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). § | + | |
| - | + | ||
| - | + | ||
| - | ===Expertise Talent=== | + | |
| - | + | ||
| - | you choose an | + | |
| - | expertise talent, which gives you an extra option when using a | + | |
| - | skill with which you have expertise. | + | |
| - | + | ||
| - | ===Improved expertise=== | + | |
| - | + | ||
| - | Your expertise die increases from 1d6 to the die given | + | |
| - | + | ||
| - | ===Weapon Expertise === | + | |
| - | + | ||
| - | You gain a weapon expertise | + | |
| - | + | ||
| - | ===Skill focus=== | + | |
| - | You gain skill focus feats to two of the expertise skills you have. | + | |
| + | === Main envoy === | ||
| + | You gain total mastery over one of your exploits | ||
| + | and can use it with but a thought. When you gain this ability, | ||
| + | choose one exploit you know that has an effect when | ||
| + | you spend 1 exploit point Point, or extra effect when you use one. | ||
| + | As long as you have at least 1 Exploit Point remaining, | ||
| + | you can gain the Exploit' | ||
| + | Resolve Point. This ability has no benefit if the improvisation | ||
| + | requires more than 1 Exploit Point. | ||
| ==== Soldier ==== | ==== Soldier ==== | ||
| Line 263: | Line 231: | ||
| Master shield boost: as shield boost but recovery is 10 + 3 per Soldier level | Master shield boost: as shield boost but recovery is 10 + 3 per Soldier level | ||
| + | |||
| + | === Supreme soldier === | ||
| + | You can use one resolve point as move action to instantly recover all your hit points and trigger freely Master shield boost regardless of cooldown. | ||
| + | This can be done only once until you take a 10 minute rest. | ||
| ===== Mixed classes ===== | ===== Mixed classes ===== | ||
| Line 294: | Line 266: | ||
| Strong save: Reflex | Strong save: Reflex | ||
| + | |||
| + | === Infiltration master === | ||
| + | You can use one resolve point as move action to instantly recover all your Tech points and trigger freely tactical cloak at no cost and regardless of cooldown. | ||
| + | This can be done only once until you take a 10 minute rest. | ||
| + | |||
| ==== Vanguard ==== | ==== Vanguard ==== | ||
| Line 319: | Line 296: | ||
| Strong save: Fort | Strong save: Fort | ||
| + | |||
| + | === Supreme Vanguard === | ||
| + | You can use one resolve point as move action to instantly recover half of your maximum biotic points points, half of your maximum hit points and trigger freely Aegis Shield or Barrier(your choice) at no cost and regardless of cooldown. | ||
| + | This can be done only once until you take a 10 minute rest. | ||
| ==== Sentinel ==== | ==== Sentinel ==== | ||
| - | FIXME sentinel pic | + | {{: |
| Tech/biotic | Tech/biotic | ||
| Line 344: | Line 325: | ||
| BAB progression: | BAB progression: | ||
| + | === Guardian === | ||
| + | You can use one resolve point as move action to instantly recover half of your total Tech points, half of your total Biotic point and trigger freely Tech Armor at no cost and regardless of cooldown. | ||
| + | This can be done only once until you take a 10 minute rest. | ||
| ==== Operative ==== | ==== Operative ==== | ||
| Line 349: | Line 333: | ||
| Combat/ | Combat/ | ||
| + | |||
| + | You’re a shadow. You move swiftly, | ||
| + | strike suddenly, and always have an | ||
| + | escape plan. You’re a consummate | ||
| + | professional, | ||
| + | job done, whether it’s scouting enemy | ||
| + | lines, hunting down criminals, stealing and | ||
| + | smuggling items, or assassinating key figures. | ||
| + | |||
| + | As an operative, you're skilled in a wide | ||
| + | variety of disciplines and specialties, | ||
| + | use speed, mobility, and your quick wits | ||
| + | rather than relying on heavy weapons. You | ||
| + | excel at the art of surprise, whether it’s | ||
| + | sniping targets from cover or striking while | ||
| + | their backs are turned. Your cause may | ||
| + | be righteous, but you have no problem | ||
| + | fighting dirty—achieving your objective is | ||
| + | all that matters. | ||
| + | |||
| BAB progression: | BAB progression: | ||
| Strong save: reflex | Strong save: reflex | ||
| + | |||
| + | === Expertise, Exploit, | ||
| + | see [[Exploit]]. | ||
| + | |||
| + | === SPECIALIZATION === | ||
| + | Select Skill focus for one of your specialization skills. If you already have it all, pick a Skill critical for one of them instead. | ||
| + | |||
| + | === TRICK ATTACK (EX) === | ||
| + | You can trick or startle a foe and then attack when she drops | ||
| + | her guard. As a full action, you can move up to your speed. Whether | ||
| + | or not you moved, you can then make an attack with a small melee | ||
| + | weapon or with any one handed small arm. Just before making your attack, attempt a Bluff, Intimidate, or | ||
| + | Stealth check (or a check associated with your specialization; | ||
| + | below) with a DC equal to 20 + your target’s CR. If you succeed | ||
| + | at the check, you deal 1d8 additional damage and the target is | ||
| + | flat-footed. This damage increases later as indicated on the class ability level. You | ||
| + | can’t use this ability with a weapon that has the unwieldy special | ||
| + | property or that requires a full action to make a single attack. | ||
| + | |||
| + | === EVASION (EX) === | ||
| + | If you succeed at a Reflex save against an effect that normally | ||
| + | has a partial effect on a successful save, you instead suffer | ||
| + | no effect. You gain this benefit only when unencumbered and | ||
| + | wearing light armor or no armor, and you lose the benefit when | ||
| + | you are helpless or otherwise unable to move. | ||
| + | |||
| + | === OPERATIVE EXPLOIT === | ||
| + | As you gain experience, you learn special tricks called operative | ||
| + | exploits. | ||
| + | |||
| + | === QUICK MOVEMENT (EX) === | ||
| + | As long as you are unencumbered and wearing light armor or no | ||
| + | armor, your land speed increases by 2 squares. At later levels it increases further. | ||
| + | |||
| + | === WEAPON SPECIALIZATION (EX) === | ||
| + | You gain the Weapon Specialization feat as a bonus feat for a small one handed weapon or a single handed ranged weapon. | ||
| + | |||
| + | === DEBILITATING TRICK (EX) === | ||
| + | When you hit an enemy with a trick attack, you can make the | ||
| + | creature flat-footed or off-target until the beginning of your | ||
| + | next turn. You might learn exploits that grant you additional | ||
| + | options for your debilitating trick, but you can select only one | ||
| + | option each time you hit with a trick attack. | ||
| + | |||
| + | === DOUBLE DEBILITATION (EX) === | ||
| + | |||
| + | When you hit an enemy with a trick attack, you can apply two | ||
| + | of the effects from your debilitating trick. | ||
| + | |||
| + | === SUPREME OPERATIVE (EX) === | ||
| + | Once per day as a move action, you can temporarily trade out one of your exploits for another exploit requiring the same | ||
| + | level or lower. This trade lasts 24 hours. If the exploit you trade away is a prerequisite for any of your other abilities, you lose all abilities that require it as a prerequisite for the duration. | ||
| ==== Scientist ==== | ==== Scientist ==== | ||
| {{: | {{: | ||
| tech/social | tech/social | ||
| + | |||
| + | The stars guide the planets with gravity, | ||
| + | create life with light and heat, and | ||
| + | utterly consume worlds in supernovas | ||
| + | and black holes. You understand that | ||
| + | these acts of creation and destruction | ||
| + | are the bases of everything and draw inspiration to working to understand them more from that. | ||
| Tech powers and points: see [[tech specialization]] | Tech powers and points: see [[tech specialization]] | ||
| Line 364: | Line 427: | ||
| BAB progression: | BAB progression: | ||
| + | === Expertise, Exploit, | ||
| + | see [[Exploit]]. | ||
| + | |||
| + | === Understand technology === | ||
| + | You can use your expertise dice to add to any roll to understand any technical device as if you were using an expertise skill even if you are not. This does not apply to any operation rolls. | ||
| + | |||
| + | === Improve self=== | ||
| + | Add a [[cybernetic]] implant. Cybernetics added this way do not count against maximums. | ||
| + | |||
| + | |||
| + | === One more use === | ||
| + | You can use any non single use technical device one more time than normal capacity as long as all the uses are done by you. For items with listed duration, the duration can be increased by 10% instead. | ||
| + | Examples some kit with 10 uses can be used 11 times, a weapon with a 20 shot magazine can be shot 21 times and so on. | ||
| + | This requires a move action to activate the extra use. | ||
| + | |||
| + | |||
| + | === Quick Hack === | ||
| + | By using one one exploit point you can divide the time for any computer intrusion by 10. | ||
| + | |||
| + | === Top scientist === | ||
| + | FIXME add | ||
| ==== Mystic ==== | ==== Mystic ==== | ||
| Line 370: | Line 454: | ||
| biotic/ | biotic/ | ||
| + | You understand that what most | ||
| + | people call mysticism is simply | ||
| + | an expression of the innate | ||
| + | connection between all things, | ||
| + | and you tap into this | ||
| + | unseen power to manipulate people. | ||
| + | |||
| + | The ability to manipulate energies with biotics and minds with social skills is a powerful force that you can use for diverse things; Be it a leader of men, detective, cult leader or any other path. | ||
| + | |||
| + | You specialize in | ||
| + | biology and mental systems too complex | ||
| + | to be perfectly understood by science. | ||
| + | |||
| + | You sense the intangible and exploit your | ||
| + | bonds with others, whether to bolster | ||
| + | them or bend them to your will. | ||
| Biotic Points and powers: See [[biotics]] | Biotic Points and powers: See [[biotics]] | ||
| Line 377: | Line 477: | ||
| BAB progression: | BAB progression: | ||
| + | === Expertise, Exploit, | ||
| + | see [[Exploit]]. | ||
| + | |||
| + | |||
| + | === Healing touch === | ||
| + | Once per day, you can spend 10 minutes to heal an ally up to 5 Hit Points per mystic level by making their body regenerate or by touching two being simultaneously for that duration you can heal two for 2 Points per mystic level each. | ||
| + | |||
| + | === Empathy === | ||
| + | As a full action, you can attempt a Sense Motive check to | ||
| + | read the emotions of a particular creature (DC = 20 or 10 + | ||
| + | its Bluff modifier, whichever is higher). If you succeed, you | ||
| + | learn its general disposition and attitude toward creatures | ||
| + | within 6 squares of it, and you gain a +2 circumstance bonus | ||
| + | to Bluff, Diplomacy, Intimidate, and Sense Motive checks | ||
| + | against that creature for 1 hour. Whether you succeed or | ||
| + | fail, after opening your mind to read emotions, you take a | ||
| + | –2 penalty to saving throws against mind-affecting effects | ||
| + | for 1 minute. | ||
| + | |||
| + | === Mindlink | ||
| + | You can form a mental link with creatures you touch, | ||
| + | communicating information rapidly through it. You can use | ||
| + | mindlink at will as a standard action, though only once per | ||
| + | day on any given individual. | ||
| + | |||
| + | === Empathic Mastery === | ||
| + | You can spend 1 Exploit Point to use psychic surgery as a | ||
| + | spell-like ability. If you are incapacitated by an effect that | ||
| + | psychic surgery could remove and have at least 1 Exploit Point | ||
| + | remaining, you can spend 1 Exploit Point to use this ability on | ||
| + | yourself, even without being able to take any actions | ||
| + | Psychic surgery heals the target of all Intelligence, | ||
| + | Wisdom, and Charisma damage, and it restores all points | ||
| + | permanently drained from the target’s Intelligence, | ||
| + | Wisdom, and Charisma scores. It also eliminates all ongoing | ||
| + | confusion, fear, and insanity effects. Psychic surgery also | ||
| + | removes any mental afflictions that could be removed with | ||
| + | dispel power, as well as mental diseases. Psychic surgery | ||
| + | removes all effects magically altering the target’s memory, | ||
| + | even instantaneous effects, and it can restore a memory | ||
| + | to perfect clarity (even if the memory loss is due to the | ||
| + | mundane passage of time). | ||
| + | === enlightenment === | ||
| + | FIXME add | ||