User Tools

Site Tools


srb:class

This is an old revision of the document!


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.

Class base ability tables

Pure classes

classSaves Adept Combat Engineer Envoy Soldier class
LvlStrongWeakPure biotic Pure tech Pure social Pure combat Lvl
110Biotic Specialization Tech Specialization Expertise(1d6) A Toughness feat 1
210Biotic Specialization Submachine gun feat Exploit 1 Weapon Proficiency 2
301Biotic points feat Tech points feat Extra Exploit points featMedium Armor feat 3
410Biotic Specialization Tech Specialization Exploit 1 Shield boost 4
510Biotic Specialization Tech Specialization Expertise(1d8) A Combat power 5
601Biotic points feat Tech points feat Exploit 2 Toughness feat 6
710Biotic Specialization Tech Specialization Expertise(1d6) B Combat power 7
810Biotic Specialization Tech Specialization Exploit 2 Weapon Proficiency 8
901Biotic points feat Tech points feat Specialization exploit 1Toughness feat 9
1010Biotic Specialization Tech Specialization specialization skill mastery AHeavy armor Proficiency10
1110Biotic Specialization Tech Specialization Expertise(1d10) A Combat power 11
1201Biotic points feat Tech points feat Exploit 3 Toughness feat 12
1310Biotic Specialization Tech Specialization Expertise(1d8) B Improved Shield boost 13
1410Biotic Specialization Tech Specialization Exploit 4 Weapon Proficiency 14
1501Biotic points feat Tech points feat Extra Exploit points featToughness feat 15
1610Biotic Specialization Tech Specialization Exploit 4 Weapon Proficiency 16
1710Biotic Specialization Tech Specialization Double Expertise A Combat power 17
1801Biotic points feat Tech points feat Exploit 5 Toughness feat 18
1910Biotic Specialization Tech Specialization specialization power A Master shield boost 19
2010Biotic Specialization Tech Specialization Exploit 5 Combat power 20
2101Biotic points feat Tech points feat Expertise(1d12) A Toughness feat 21
2210Biotic Specialization Tech Specialization specialization skill mastery BCombat power 22
2310Biotic Specialization Tech Specialization Expertise(1d10) B Combat power 23
2401Biotic points feat Tech points feat Exploit 6 Toughness feat 24
2510Biotic Specialization Tech Specialization Specialization exploit BCombat power 25
2610Biotic Specialization Tech Specialization Exploit 6 Combat power 26
2701Biotic points feat Tech points feat specialization power B Toughness feat 27
2810Biotic Specialization Tech Specialization Exploit 7 Combat power 28
2910Biotic Specialization Tech Specialization Expertise(1d12) B Combat power 29
3001True biotic Master tech Main envoy Supreme soldier 30

Mixed classes

classVanguard Infiltrator Sentinel Operative Scientist Mystic class
LvlCombat/Biotic combat/tech Tech/biotic Combat/social tech/social biotic/social Lvl
1Toughness feat Stealthy feat Biotic Specialization Expertise(1d6) Expertise(1d6) Expertise(1d6) 1
2Biotic specialisationTime Slow Tech Specialization Weapon Focus Tech Specialization Biotic Specialization 2
3Weapon Proficiency Tactical cloak 1 Biotic Specialization trick attack +1d8 Understand technology healing touch 3
4Biotic specialisationTech specialization Tech Specialization Exploit 1 Exploit 1 Exploit 1 4
5Medium Armor feat Sniper Rifle Biotic Specialization Evasion Improve self 1 Empathy 5
6Biotic specialisationTactical cloak 2 Tech Specialization Specialization Tech Specialization Biotic Specialization 6
7Weapon Proficiency Combat Specialization Biotic Specialization Expertise(1d8) Expertise(1d8) Expertise(1d8) 7
8Biotic specialisationImproved Time Slow Tech Specialization Exploit 2 Exploit 2 Exploit 2 8
9Toughness feat Tactical cloak 3 Biotic Specialization trick attack +2d8 Tech Specialization Biotic Specialization 9
10Biotic specialisationMedium Armor Tech Specialization Specialization exploit Specialization exploitSpecialization exploit 10
11Combat power Tech specialization Biotic Specialization Debilitating trick, One more use Mindlink 11
12Biotic specialisationTactical cloak 4 Tech Specialization Exploit 3 Exploit 3 Exploit 3 12
13Heavy armor ProficiencyImproved Shield BoostBiotic Specialization trick attack +3d8 Tech Specialization Biotic Specialization 13
14Biotic specialisationTech specialization Tech Specialization specialization skill masteryspecialization skill masteryspecialization skill mastery 14
15Toughness feat Tactical cloak 5 Biotic Specialization quick movement (+10 ft.)Tech Specialization Biotic Specialization 15
16Biotic specialisationCombat SpecializationTech Specialization Exploit 4 Exploit 4 Exploit 4 16
17Combat power Tech specialization Biotic Specialization trick attack +4d8 Tech Specialization Biotic Specialization 17
18Biotic specialisationTactical cloak 6 Tech Specialization Expertise(1d10) Expertise(1d10) Expertise(1d10) 18
19Combat power Combat Specialization Biotic Specialization quick movement (+20 ft.)Tech Specialization Biotic Specialization 19
20Biotic specialisationTech specialization Tech Specialization Exploit 5 Exploit 5 Exploit 5 20
21Toughness feat Supreme Time Slow Biotic Specialization trick attack +5d8 Tech Specialization Biotic Specialization 21
22Combat powerCombat Specialization Tech Specialization specialization power specialization power specialization power 22
23Biotic specialisationTech specialization Biotic Specialization Weapon Specialization Tech Specialization Biotic Specialization 23
24Combat power Tech specialization Tech Specialization Exploit 6 Exploit 6 Exploit 6 24
25Biotic specialisationCombat Specialization Biotic Specialization trick attack +6d8 Tech Specialization Biotic Specialization 25
26Toughness feat Tech specialization Tech Specialization Expertise(1d12) Expertise(1d12) Expertise(1d12) 26
27Combat power Tech specialization Biotic Specialization Double debilitation Tech Specialization Biotic Specialization 27
28Biotic specialisationCombat Specialization Tech Specialization Exploit 7 Exploit 7 Exploit 7 28
29Combat power Tech specialization Biotic Specialization trick attack +7d8 Improve self 2 Empathic Mastery (Sp) 29
30Supreme Vanguard Infiltration master Guardian Supreme operative Top scientist enlightenment 30

Pure classes

Adept

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

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

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

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. This can be done only once until you take a 10 minute rest.

Envoy

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

Expertise, Exploit,Specialization Exploit,Specialization Power, specialization skill mastery

see Exploit.

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

Gain the Extra Exploit points feat

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.

Soldier

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

Weapon Proficiency

Select one Weapon Proficiency feat of your choice

Combat power

Toughness feat

Get the toughness feat

Shield boost

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

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

Infiltrator

combat/tech

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

Vanguard

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

Sentinel

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

Operative

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

Expertise, Exploit,Specialization Exploit,Specialization Power,specialization skill mastery

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; 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.

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)

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.

Scientist

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

Strong save: will

BAB progression: +0.5/level

Expertise, Exploit,Specialization Exploit,Specialization Power,specialization skill mastery

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.

Mystic

biotic/social

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

Strong save: will

BAB progression: +0.5/level

Expertise, Exploit,Specialization Exploit,Specialization Power,specialization skill mastery

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.

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).

srb/class.1589724400.txt.gz · Last modified: 2020/05/17 07:06 by weby