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srb:class [2020/05/17 07:06]
weby
srb:class [2020/05/17 08:14] (current)
weby
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 ====== Classes ====== ====== Classes ======
-FIXME add level 30 abilities 
- 
 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.
  
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 === Master Tech === === Master Tech ===
-You can use one resolve point as move action to instantly recover all your Tech points and trigger freely either Shield Block, Tech armor or Tactical cloak(your choice) at no cost and regardless of cooldown.+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. This can be done only once until you take a 10 minute rest.
  
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 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. 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.
- 
  
 === Extra Exploit points feat === === Extra Exploit points feat ===
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 === Main envoy === === Main envoy ===
-You can use one resolve point as move action to instantly recover all your Exploit points. This can be done only once/day.+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's effect(or extra effect) without spending the 
 +Resolve Point. This ability has no benefit if the improvisation 
 +requires more than 1 Exploit Point.
  
 ==== Soldier ==== ==== Soldier ====
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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: +0.75/level BAB progression: +0.75/level
 +=== 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
- 
  
 === Expertise, Exploit,Specialization Exploit,Specialization Power,specialization skill mastery === === Expertise, Exploit,Specialization Exploit,Specialization Power,specialization skill mastery ===
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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. Once +
-per day as a move action, you can temporarily trade out one of your +
-operative exploits for another operative 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 ====
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 By using one one exploit point you can divide the time for any computer intrusion by 10. 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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 mundane passage of time). mundane passage of time).
  
 +=== enlightenment === 
 +FIXME add
srb/class.1589724400.txt.gz · Last modified: 2020/05/17 07:06 by weby