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| ====== Classes ====== | ====== Classes ====== | ||
| - | FIXME add rest of class power descritions | ||
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| - | FIXME add rest of class descriptions | ||
| - | |||
| - | FIXME move science exploits to scientist | ||
| - | |||
| - | FIXMR move mystic exploits to mystic | ||
| - | |||
| - | * Daredevil operative | ||
| - | * Detective operative | ||
| - | * Explorer scientist | ||
| - | * Ghost mystic | ||
| - | * Hacker scientist | ||
| - | * Spy mystic | ||
| - | * Thief operative | ||
| - | |||
| Character classes are divided into two main types, Pure classes that focus only on one thing, Mixed classes that do two different things. | Character classes are divided into two main types, Pure classes that focus only on one thing, Mixed classes that do two different things. | ||
| Line 21: | Line 5: | ||
| 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 ===== | ||
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| 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 ==== | ||
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| 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. | ||
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| 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 ==== | ||
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| 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 ===== | ||
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| 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 ==== | ||
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| 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 ==== | ||
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| 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 ==== | ||
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| Strong save: reflex | Strong save: reflex | ||
| - | === OPERATIVE’S EDGE (EX) === | + | === Expertise, Exploit, |
| - | Your diverse training as an operative grants you a +1 insight | + | see [[Exploit]]. |
| - | bonus to initiative checks and to skill checks. This bonus | + | |
| - | increases at later levels as indicated on the base class ability table. | + | |
| === SPECIALIZATION === | === SPECIALIZATION === | ||
| - | Your specialization represents your primary area of expertise. | + | Select Skill focus for one of your specialization skills. |
| - | Pick one specialization upon taking your 1st level of the operative | + | |
| - | class. Once made, this choice cannot be changed. Descriptions of | + | |
| - | the specializations appear below. Your specialization grants | + | |
| - | you the Skill Focus feat in your specialization’s | + | |
| - | associated | + | |
| - | skills at each operative level (this does not allow you to exceed | + | |
| - | the maximum number of skill ranks in a single skill). | + | |
| - | + | ||
| - | === Specialization Exploit === | + | |
| - | + | ||
| - | You gain your specialization’s listed exploit as a bonus operative | + | |
| - | exploit, even if you don’t meet the prerequisites. | + | |
| - | + | ||
| - | === Specialization Skill Mastery === | + | |
| - | You become so confident in certain skills that you can use them | + | |
| - | reliably even under adverse conditions. When attempting a skill | + | |
| - | check with a skill in which you have the Skill Focus feat, you can | + | |
| - | take 10 even if stress or distractions would normally prevent | + | |
| - | you from doing so. | + | |
| - | + | ||
| - | === Specialization Power === | + | |
| - | + | ||
| - | You gain a special power depending on the specialization you | + | |
| - | chose earlier. | + | |
| === TRICK ATTACK (EX) === | === TRICK ATTACK (EX) === | ||
| You can trick or startle a foe and then attack when she drops | 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 | 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 smallmelee | + | 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 | 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; | Stealth check (or a check associated with your specialization; | ||
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| === OPERATIVE EXPLOIT === | === OPERATIVE EXPLOIT === | ||
| As you gain experience, you learn special tricks called operative | As you gain experience, you learn special tricks called operative | ||
| - | exploits. If an operative exploit allows a saving throw to resist its effects, the DC | + | exploits. |
| - | is equal to 10 + half your operative level + your Dexterity modifier. | + | |
| - | + | ||
| - | If it requires an enemy to attempt a skill check, the DC is equal to | + | |
| - | 10 + 1.5 × your operative level + your Dexterity modifier. The list | + | |
| - | of operative exploits appears below. You cannot learn the | + | |
| - | same exploit more than once unless it specially says otherwise. | + | |
| === QUICK MOVEMENT (EX) === | === QUICK MOVEMENT (EX) === | ||
| As long as you are unencumbered and wearing light armor or no | As long as you are unencumbered and wearing light armor or no | ||
| - | armor, your land speed increases by 2 squares. At later levesl | + | armor, your land speed increases by 2 squares. At later levels |
| === WEAPON SPECIALIZATION (EX) === | === WEAPON SPECIALIZATION (EX) === | ||
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| options for your debilitating trick, but you can select only one | options for your debilitating trick, but you can select only one | ||
| option each time you hit with a trick attack. | option each time you hit with a trick attack. | ||
| - | |||
| - | === UNCANNY AGILITY (EX) === | ||
| - | You are immune to the flat-footed condition, and your opponent | ||
| - | doesn’t gain any bonuses to attack rolls against you from flanking | ||
| - | you or attacking you when you’re prone. Furthermore, | ||
| - | fire and harrying fire don’t provide any advantage against you. | ||
| === DOUBLE DEBILITATION (EX) === | === DOUBLE DEBILITATION (EX) === | ||
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| === SUPREME OPERATIVE (EX) === | === 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 | |
| - | Whenever you attempt a skill check with your specialization’s | + | 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. |
| - | associated skill, you can roll twice and take the higher result. | + | |
| - | per day as a move action, you can temporarily trade out one of your | + | |
| - | operative | + | |
| - | 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. | + | |
| - | + | ||
| - | === OPERATIVE SPECIALIZATIONS === | + | |
| - | + | ||
| - | The following are some common operative specializations. | + | |
| ==== 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]] | ||
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| 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 ==== | ||
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| 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]] | ||
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| BAB progression: | BAB progression: | ||
| - | Spy | + | === Expertise, Exploit, |
| - | You can steal or adopt new identities as easily as most people | + | see [[Exploit]]. |
| - | change clothes, allowing | + | |
| - | D | + | |
| - | Associated Skills: | + | === Healing touch === |
| - | make a trick attack, you gain a +4 bonus to the skill check. | + | 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 |
| + | |||
| + | === 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, | ||
| + | learn its general disposition and attitude toward creatures | ||
| + | within 6 squares of it, and you gain a +2 circumstance | ||
| + | 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 | ||