This is an old revision of the document!
add rest of class power descritions
add rest of class descriptions
move science exploits to scientist
FIXMR move mystic exploits to mystic
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
| class | Saves | Adept | Combat Engineer | Envoy | Soldier | class | |
|---|---|---|---|---|---|---|---|
| Lvl | Strong | Weak | Pure biotic | Pure tech | Pure social | Pure combat | Lvl |
| 1 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise(1d6) | Toughness feat | 1 |
| 2 | 1 | 0 | Biotic Specialization | Submachine gun feat | Envoy improvisation | Weapon Proficiency | 2 |
| 3 | 0 | 1 | Biotic points feat | Tech points feat | Skill expertise | Medium Armor feat | 3 |
| 4 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Shield boost | 4 |
| 5 | 1 | 0 | Biotic Specialization | Tech Specialization | Envoy improvisation | Weapon Proficiency | 5 |
| 6 | 0 | 1 | Biotic points feat | Tech points feat | Weapon Specialization | Toughness feat | 6 |
| 7 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 7 |
| 8 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Weapon Proficiency | 8 |
| 9 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 9 |
| 10 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d8) | Heavy armor Proficiency | 10 |
| 11 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Weapon Proficiency | 11 |
| 12 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 12 |
| 13 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Improved Shield boost | 13 |
| 14 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d10) | Weapon Proficiency | 14 |
| 15 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 15 |
| 16 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 16 |
| 17 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 17 |
| 18 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 18 |
| 19 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill focus | Master shield boost | 19 |
| 20 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 20 |
| 21 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 21 |
| 22 | 1 | 0 | Biotic Specialization | Tech Specialization | Improved expertise(1d12) | Combat power | 22 |
| 23 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 23 |
| 24 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 24 |
| 25 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 25 |
| 26 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 26 |
| 27 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 27 |
| 28 | 1 | 0 | Biotic Specialization | Tech Specialization | Skill expertise | Combat power | 28 |
| 29 | 1 | 0 | Biotic Specialization | Tech Specialization | Expertise talent | Combat power | 29 |
| 30 | 0 | 1 | Biotic points feat | Tech points feat | Envoy improvisation | Toughness feat | 30 |
Mixed classes
| class | Vanguard | Infiltrator | Sentinel | Operative | Scientist | Mystic | class |
|---|---|---|---|---|---|---|---|
| Lvl | Combat/Biotic | combat/tech | Tech/biotic | Combat/social | tech/social | biotic/social | Lvl |
| 1 | Toughness feat | Stealthy feat | Biotic Specialization | Operative’s edge +1 | Science | Connection | 1 |
| 2 | Biotic specialisation | Time Slow | Tech Specialization | Weapon Focus | Tech Specialization | Biotic Specialization | 2 |
| 3 | Weapon Proficiency | Tactical cloak 1 | Biotic Specialization | trick attack +1d8 | Understand Technology | mindlink | 3 |
| 4 | Biotic specialisation | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 4 |
| 5 | Medium Armor feat | Sniper Rifle | Biotic Specialization | Operative’s edge +2 | Scientific doublespeak | Channel skill +1 | 5 |
| 6 | Biotic specialisation | Tactical cloak 2 | Tech Specialization | specialization | Tech Specialization | Biotic Specialization | 6 |
| 7 | Weapon Proficiency | Combat Specialization | Biotic Specialization | Evasion | Science specialization | Empathy | 7 |
| 8 | Biotic specialisation | Improved Time Slow | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 8 |
| 9 | Toughness feat | Tactical cloak 3 | Biotic Specialization | trick attack +2d8 | Use technology | Channel skill +2 | 9 |
| 10 | Biotic specialisation | Medium Armor | Tech Specialization | Specialization exploit | Tech Specialization | Biotic Specialization | 10 |
| 11 | Combat power | Tech specialization | Biotic Specialization | Debilitating trick, | Improve technology | Greater Mindlink | 11 |
| 12 | Biotic specialisation | Tactical cloak 4 | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 12 |
| 13 | Heavy armor Proficiency | Improved Shield Boost | Biotic Specialization | trick attack +3d8 | Tech leader | Channel skill +3 | 13 |
| 14 | Biotic specialisation | Tech specialization | Tech Specialization | specialization skill mastery | Tech Specialization | Biotic Specialization | 14 |
| 15 | Toughness feat | Tactical cloak 5 | Biotic Specialization | quick movement (+10 ft.) | Science Generalist | telepathic bond | 15 |
| 16 | Biotic specialisation | Combat Specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 16 |
| 17 | Combat power | Tech specialization | Biotic Specialization | trick attack +4d8 | Forced Amity | Channel skill +4 | 17 |
| 18 | Biotic specialisation | Tactical cloak 6 | Tech Specialization | uncanny agility | Tech Specialization | Biotic Specialization | 18 |
| 19 | Combat power | Combat Specialization | Biotic Specialization | quick movement (+20 ft.) | One more use | Retrocognition ( | 19 |
| 20 | Biotic specialisation | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 20 |
| 21 | Toughness feat | Supreme Time Slow | Biotic Specialization | trick attack +5d8 | Forced Amity | Channel skill +5 | 21 |
| 22 | Combat power | Combat Specialization | Tech Specialization | specialization power | Tech Specialization | Biotic Specialization | 22 |
| 23 | Biotic specialisation | Tech specialization | Biotic Specialization | Weapon Specialization | Shielding | Empathic Mastery | 23 |
| 24 | Combat power | Tech specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 24 |
| 25 | Biotic specialisation | Combat Specialization | Biotic Specialization | trick attack +6d8 | Peer into the Future | Channel skill +6 | 25 |
| 26 | Toughness feat | Tech specialization | Tech Specialization | quick movement (+30 ft.) | Tech Specialization | Biotic Specialization | 26 |
| 27 | Combat power | Tech specialization | Biotic Specialization | Double debilitation | Mind Probe | Transcendence | 27 |
| 28 | Biotic specialisation | Combat Specialization | Tech Specialization | operative exploit | Tech Specialization | Biotic Specialization | 28 |
| 29 | Combat power | Tech specialization | Biotic Specialization | trick attack +7d8 | Memory Palace | Channel skill +7 | 29 |
| 30 | Biotic specialisation | Tech specialization | Tech Specialization | supreme operative | Supreme science | enlightenment | 30 |
The Adept is the ultimate biotic, able to affect the physical world with the power of the mind. Adepts are durable and powerful manipulators of mass effect fields; they can use biotics to violently manipulate objects in the environment, including nearby enemy targets. This grants them enormous advantages in combat and allows them to perform tactics and movements that would otherwise be impossible.
Adepts possesses nearly all biotic abilities, but possess no tech abilities.
Abilities: Adepts benefit from high Wisdom and Charisma scores, which improves their biotic abilities.
Class feats: Biotic specialisations
Biotic Points and powers: See biotics
BAB progression: +0.5/level
Strong save: Will
The Engineer is a tech specialist, able to quickly and easily manipulate the environment with tech powers and repair/modify equipment. Engineers possess nearly all tech abilities, but can only equip light armor and may only gain specialist training with pistols. They possess no biotic abilities. Tech skills focus on crippling and damaging the enemy. They are one of the few classes able to employ Combat Drones on the battlefield.
Tech powers and points: see tech specialization
BAB progression: +0.5/level
Strong save: Will
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want.
You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick.
You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills.
BAB progression: +0.75/level
Strong save: Will
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck.
If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states 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, mind- affecting, sense-dependent, or some combination of any or all of these.
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.
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). §
you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.
Your expertise die increases from 1d6 to the die given
You gain a weapon expertise feat to Pistols without needed the prerequisites
You gain skill focus feats to two of the expertise skills you have.
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapons training. High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy.
Soldiers are the full spectrum warrior of the squad whose talents focus on improving durability and damage. They may specialize in any weapon they choose. Their major weaknesses are their complete lack of social, biotic and tech abilities, relying on squad mates to pick up the slack in those areas.
BAB progression: +1/level
Strong save: Fort
Select one Weapon Proficiency feat of your choice
Select any combat specialization
Get the toughness feat
he Soldier can spend a full- round action to boost his Shields by issuing commands from his omni-tool. This recovers an amount of Shield HP lost equal to 10 + 1 per Soldier level. The amount regained cannot exceed the character’s maximum Shield HP.
This action provokes attacks of opportunity normally and should any damage be dealt to his Shields, Plating or his Hit Points, the action is expended without effect.
This ability has a cooldown of 10 actions. He can use this ability a number of this per encounter equal to his Wisdom modifier +1 (minimum of 1).
Improved Shield boost: as shield boost but recovery is 10 + 2 per Soldier level
Master shield boost: as shield boost but recovery is 10 + 3 per Soldier level
The Infiltrator is a tech-savvy warrior, able to win battles by quickly disabling and killing enemies. These soldiers focus on unlocking alternate routes, gaining access to good equipment, and obtaining an advantageous position over enemies in combat.
Infiltrators possess a mixture of combat and tech talents. They may gain specialist training with pistols and sniper rifles, and possess a variety of tech abilities that focus on disabling and crippling the enemy. Their greatest advantage is the Tactical Cloak tech power that combined with the time slow ability can make an Infiltrator the best sniper there is.
Abilities: Infiltrators benefit from high Intelligence, which improves their tech abilities and a high Dexterity score which improves their stealth skills and their aim.
Tech powers and points: see tech specialization
BAB progression: +1/level
Strong save: Reflex
Combat/bionic
The Vanguard is a powerful combatant, able to combine the offensive powers of the Adept and the Soldier.
They have access to various weapons and armor, as well as biotics. Vanguards are the front line of the squad. Their biotic powers focus on combat potential - disabling the enemy, making their armor ineffective, and shielding themselves from harm so that they can get close enough to go to work.
Abilities: Vanguards benefit from high Constitution, which improves their Hit Points, and high Wisdom and Charisma scores, which improves their biotic abilities. Since the Vanguard usually engages in close-combat, Strength might be useful for melee attacks.
Biotic Points and powers: See biotics
BAB progression: +1/level
Strong save: Fort
Tech/biotic
Sentinels are unique, bringing both tech and biotic abilities to the battlefield. While they lack the focus of adepts and engineers, they are versatile and can handle any situation. Sentinels are equipped with the most advanced ablation armor system to keep themselves safe. This advanced shield causes the sentinel to be like a “Juggernaut” so to speak, making taking cover much less necessary, and rushing your enemies much more productive.
Abilities: Sentinels benefit from high Wisdom and Charisma scores, which improves their biotic abilities and from high Intelligence score, which improves their tech abilities.
Biotic Points and powers: See biotics
Tech powers and points: see tech specialization
Strong save: Fort
BAB progression: +0.75/level
Combat/social
You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the 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, and 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: +0.75/level
Strong save: reflex
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases at later levels as indicated on the base class ability table.
Your specialization represents your primary area of expertise. 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, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites.
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.
You gain a special power depending on the specialization you chose earlier.
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 smallmelee 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; see 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.
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.
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 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.
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 2 squares. At later levesl it increases further.
You gain the Weapon Specialization feat as a bonus feat for a small one handed weapon or a single handed ranged weapon.
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.
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, covering fire and harrying fire don’t provide any advantage against you.
When you hit an enemy with a trick attack, you can apply two of the effects from your debilitating trick.
Whenever you attempt a skill check with your specialization’s 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.
The following are some common operative specializations.
biotic/social
Biotic Points and powers: See biotics
Strong save: will
BAB progression: +0.5/level
Spy You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle. D Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check.