You are on page 1of 120

Ambassador Advanced Class

The Ambassadors are the only thing holding the humans back from total war. They are
skilled in the arts of diplomacy and bureaucracy. Once a character has chosen to enter the
world of politics they must pledge an allegiance to some authority even if they are only
there to bring it down. Once chosen the allegiance will allow her access to restricted
information from the political body she works for.

Level BAB Fort Ref Will Special Def Rep


1st +0 +0 +0 +2 Diplomatic immunity +1 +1
2nd +1 +0 +0 +3 Open arms +1 +1
3rd +2 +1 +1 +3 Bonus feat +2 +1
4th +3 +1 +1 +4 Information access +2 +2
5th +3 +1 +1 +4 Stipend +3 +2
6th +4 +2 +2 +5 Bonus feat +3 +2
7th +5 +2 +2 +5 Restricted access +4 +3
8th +6 +2 +2 +6 Stipend +4 +3
9th +6 +3 +3 +6 Bonus feat +5 +3
10th +7 +3 +3 +7 Select consuls +5 +4

Requirements
To qualify to become an Ambassador, a character must fulfill the following
criteria:
Skills; Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and
philosophy) 6 ranks.
Charismatic Hero Talents: Charm, favor.
Allegiances: An Ambassador must pledge her primary allegiance to a faction,
nation, world, or empire and remain a dutiful servant of this body; if the
Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic
Immunity and Open Arms class features (see Class Features, below).
Class Information;
The following information pertains to the Ambassador advanced class.
Hit Die; the Ambassador gains 1d6 hit points per level. The character’s
Constitution modifier applies.
Action Points; The Ambassador gains a number of action points equal to 6 + one-
half her character level, rounded down, every time she attains a new level in this
class.
Class Skills; The Ambassador’s class skills are as follows.
Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha),
Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history,
theology and philosophy) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Sense Motive (Wis), and Speak Language (none).
Skill Points at Each Level 4 + Int modifier.
Class Features
The following class features pertain to the Ambassador advanced class.
Diplomatic Immunity;
Starting at 1st level, if the Ambassador is arrested for a crime, she can make a
Diplomacy check to invoke her diplomatic credentials and not suffer the usual
legal penalty or punishment. The severity of the crime determines the DC of the
Diplomacy check, and how authorities react if the Ambassador succeeds. See
Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the
crime.
If one of the Ambassador’s consuls (see the select consul class feature, below) is
arrested for a crime and unable to secure her own release, the Ambassador may
intercede on the consul’s behalf. One may aid the other’s Diplomacy check.
An Ambassador who routinely invokes the privilege of diplomatic immunity, either
on her own behalf or to protect her selected consuls is likely to be recalled or
terminated by those she has sworn to represent.

Effect of Successful
Severity of Crime Examples DC
Diplomacy Check
Disturbing the peace, public -2 penalty on
Class 5 intoxication, no injurious traffic 15 subsequent Diplomacy
violation checks in that area
Possession of controlled substance,
injurious traffic violation, operating
-5 penalty on
business without a license,
Class 4 20 subsequent Diplomacy
operating a vehicle or starship
a checks in that area
without a license, assault without a
deadly weapon
Attempted bribery of a public official,
robbery or grand theft, aiding and -10 penalty on
Class 3 abetting a known felon, assault with 25 subsequent Diplomacy
a deadly weapon, possession of a checks in the area
concealed weapon
Murder or manslaughter, fraud,
smuggling, assault against a public Deportation within 2d6
Class 2 30
official, trafficking in controlled hours
substances
Detention pending the
Conspiracy against the government,
diplomatic action by
Class 1 murder of a public official, sabotage 35
character's affiliated
of public utilities
government

Open Arms;
Beginning at 2nd level, the Ambassador is skilled at initiating peaceful
negotiations. She may add a competence bonus equal to one-half her
Ambassador class level on all Diplomacy checks.
Bonus Feats
At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat
must be selected from the following list, and the Ambassador must meet all the
prerequisites of the feat to select it. Attentive, Defensive Martial Arts, Dodge,
Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy.
Information Access;
Starting at 4th level, the Ambassador can make Gather Information checks
without spending money or making Wealth checks, provided she is dealing with
individuals or organizations that are helpful, friendly, indifferent, or unfriendly
toward her or those she represents. Dealing with individuals or organizations that
are hostile requires the Ambassador to make Wealth checks as usual when
using the Gather Information skill.
Stipend;
Skilled diplomats are well paid for their loyalty and dedication, and they are
accustomed to traveling in style. At 5th level, and again at 8th level, the
Ambassador gains a one-time Wealth bonus increase of +4.
Restricted Access. At 7th level, the Ambassador gains clearance to access
restricted files or classified information from any source that recognizes her
faction, organization, nation, world, or stellar empire. She gains a +5 bonus on
Computer Use checks made to defeat computer security and a +5 bonus on
Research checks.
Select Consuls;
At 10th level, the Ambassador may appoint a number of individuals equal to her
Reputation bonus as "consuls" or "attaches". These appointed individuals gain all
the benefits of the diplomatic immunity, information access, and restricted
access class features (described above). The Ambassador may revoke these
privileges at any time and appoint replacement consuls as she sees fit. It takes
1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s
privileges.

Arcane Arranger
The ultimate P.R. person, an Arcane Arranger has his ear to the ground at all
times. He is the one to go to for anything out of the ordinary. If you need the
information he can give it to you, for a price. He also has his hands and name in
many circles and so can easily slip in as one of the guys. He has “friends” every
where and is able to get a hold of any product you need.

Level BAB Fort Ref Will Special Def Rep


1st +0 +0 +0 +1 Word on the street +0 +2
2nd +1 +0 +0 +2 False allegiance +1 +2
3rd +1 +1 +1 +2 Bonus feat +1 +2
4th +2 +1 +1 +2 Shadow resources +1 +3
5th +2 +1 +1 +3 Pack rat +2 +3
6th +3 +2 +2 +3 Bonus feat +2 +3
7th +3 +2 +2 +4 Expert in your field +2 +4
8th +4 +2 +2 +4 Up my sleeve +3 +4
9th +4 +3 +3 +4 Bonus feat +3 +4
10th +5 +3 +3 +5 Up my sleeve +3 +5

A high Intelligence is also useful for the Arcane Arranger, since knowledge is his province.
Requirements:
To qualify to become an Arcane Arranger, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Gather Information 6 ranks, any Knowledge (arcane law,
business, current events, popular culture, or streetwise) 6 ranks.
Class Information: The following information pertains to the Arcane Arranger advanced
class.
Hit Die: Arcane Arrangers gain 1d6 hit points per level. The character's Constitution
modifier applies.
Action Points: Arcane Arrangers gain a number of action points equal to 6 plus one-half
their character level, rounded down, every time they advance a level in this class.
Class Skills: The Arcane Arranger's class skills are: Bluff (Cha), Computer Use (Int),
Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate
(Cha), Knowledge (arcane lore, business, current events, popular culture, streetwise) (Int),
Listen (Wis), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int),
Sense Motive (Wis), Speak Language (none).
Skill Points at Each Level, 7 + Intelligence modifier.
Class Features
The following features pertain to the Arcane Arranger advanced class.
Word on the Street
The Arcane Arranger filters information constantly and remembers everything. Through
regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of
everyday things. The Arcane Arranger can make a Gather Information check on general or
specific information instantaneously, and spends only an hour making a Gather
Information check for restricted information. Retries may be made under normal rules.
Protected information still requires 1d4+1 hours for a check.
The purchase DC for using Gather Information is reduced by 10.
False Allegiance
The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the
Arcane Arranger can successfully emulate an allegiance he knows about. He gains the +2
circumstance bonus on Charisma-based skills when dealing with an individual of the same
allegiance. The allegiance and its bonus is considered in effect until a check is failed, at
which point the false allegiance is revealed. Supernatural and spell-like abilities that
determine allegiance are not affected by the Arcane Arranger's false allegiance ability.
Bonus Feats
At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be
selected from the following list, and the Arcane Arranger must meet all of the prerequisites
for the feat to select it. Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat
Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious,
Trustworthy, Windfall.
Shadow Resources
At 4th level, the Arcane Arranger is well-enough wired into the social system to be able to
get the names and numbers of individuals with particular abilities and talents. Even if
away from his home stomping ground a phone call can produce a contact with the needed
resource. Make a level check, adding all Arcane Arranger levels and any levels of
Charismatic Hero. The difficulty of this task is based on how common the required abilities
are:
Common Skill (Ride, Pilot, Treat Injury) DC 10
Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft
(structural)) DC 15
Rare Skill (skills available for a particular class-Spellcraft, Psicraft, Use Magic Device) DC
20
Specific Feat DC 20
Class Feature (spellcasting, turn undead, psionics) DC 20
Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business)
and the ability to cast the augury spell) DC 25
Finding someone willing to perform activities secretly or illegally DC +5
Finding someone with a specific level of ability
Add desired ranks to DC
A successful check indicates that the individual is available, and the Arcane Arranger
knows about him. It does not guarantee the character contacted will be willing to perform
the requested service-the party requesting the service must still negotiate for that person's
services. An unsuccessful check means that no such individual is immediately known or
available to the Arcane Arranger. This does not negate trying again for a different skill, nor
from trying to locate a skill resource through more traditional methods. The resource the
Arcane Arranger knows about will have total ranks in the needed skill of at least the
Arcane Arranger's total character level +3.
Pack Rat
At 5th level, the Arcane Arranger is considered to have considerable material resources
either at hand or easily and cheaply acquired. When making a Wealth check to determine
if a particular item is "at hand," add the Arcane Arranger class levels as a circumstance
bonus.
Expert in Your Field
At 7th level, the Arcane Arranger is considered a master of connections, such that his
reputation precedes him in his dealings with others. The Arcane Arranger gains a
circumstance bonus equal to his Reputation bonus when making skill checks that are
directly involved with Gather Information and Diplomacy skills. In addition, the Arcane
Arranger may add his Reputation bonus on Wealth checks for new purchases.
Up My Sleeve
At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of
thin air. As a move action, the Arcane Arranger may cause any item currently in his
possession (with a size no greater than Small) to disappear into an extra-dimensional
space. The item becomes impossible to detect by any means, however detect magical
aura spells will reveal a moderate magical aura around the hand that last held the item.
As a move action, the Arcane Arranger can cause the item to reappear in his hand. The
Arcane Arranger may only hide one item at a time in this fashion. At 10th level, the Arcane
Arranger may use this ability to hide a single object of up to Large size or up to three
objects of up to Small size (each of which may be retrieved individually).

Battle Sorcerer
The Battle Sorcerer is a person whose faith has brought them out to expanse in
defense of their ideology. They can be fierce combatants and are never one to
over think a situation. They are steadfast in their beliefs and will share with any
willing to listen.

Level BAB Fort Ref Will Special Def Rep


1st +0 +2 +1 +1 Arcane skills, divine spells +1 +2
2nd +1 +3 +2 +2 Turn undead, divine spells +1 +2
3rd +1 +3 +2 +2 Bonus feat, divine spells +2 +2

4th +2 +4 +2 +2 Combat casting, divine spells +2 +3


5th +2 +4 +3 +3 Brew potion, divine spells +3 +3
6th +3 +5 +3 +3 Bonus feat, divine spells +3 +3
7th +3 +5 +4 +4 Discern lie, divine spells +4 +4
8th +4 +6 +4 +4 Turn humans, divine spells +4 +4
9th +4 +6 +4 +4 Bonus feat, divine spells +5 +4
10th +5 +7 +5 +5 Empower spell, divine spells +5 +5

A high Charisma score is necessary to ensure the ability to cast spells.


Requirements
To qualify to become a Battle Sorcerer, a character must fulfill the following
criteria.
Skills: Diplomacy 6 ranks, Knowledge (theology and philosophy) 6 ranks, Listen 6
ranks.
Allegiance: At the time that the character receives her first level in the Battle
Sorcerer advanced class, she must select an allegiance to a faith, concept,
tradition or alignment. The Battle Sorcerer may choose positive (good) or
negative (evil) energy as an allegiance, but is not required to.
Class Information
Hit Die Battle Sorcerers gain 1d6 hit points per level. The character's Constitution
modifier applies.
Action Points Battle Sorcerers gain a number of action points equal to 6 plus
one-half their character level, rounded down, every time they advance a level in
this class.
Class Skills The Battle Sorcerer's class skills are as follows: Concentration (Con),
Craft (chemical, pharmaceutical, visual arts) (Int), Diplomacy (Cha), Gather
Information (Cha), Knowledge (art, behavioral sciences, earth and life sciences,
theology and philosophy) (Int), Perform (act, dance, sing, stand-up) (Cha),
Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Sleight of
Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Treat Injury
(Wis).
Skill Points at Each Level, 5 + Int modifier.
Class Features
The following features pertain to the Battle Sorcerer advanced class.
Arcane Skills
At 1st level, the Battle Sorcerer gains the Arcane Skills feat, granting access to the
following skills: Spellcraft, Use Magic Device, and the arcane functions of Concentration
and Craft (chemical).
Divine Spells
The Battle Sorcerer casts divine spells the same as Acolytes. A Battle Sorcerer's selection
of spells is extremely limited. The Battle Sorcerer begins play knowing four 0-level spells
(called orisons) and two 1st-level spells. At each level, the Battle Sorcerer gains one or
more new spells as indicated below). These spells can be common spells chosen from the
Battle Sorcerer's spell list or they can be unusual spells of the Battle Sorcerer's own
devising. The Battle Sorcerer is limited to casting a certain number of spells of each level
per day, but need not prepare those spells in advance. The number of spells that may be
cast per day may be increased by a sufficiently
high Charisma score. A Battle Sorcerer may use a Bonus Spells by Spell Level
higher-level slot to cast a lower-level spell. The Wisdom 1 2 3 4 5
Battle Sorcerer may spend an action point to 12-13 1 - - - -
"trade out" a known spell (losing it entirely) in 14-15 1 1 - - -
exchange for another; in this fashion the Battle 16-17 1 1 1 - -
Sorcerer is not penalized for filling all the slots of 18-19 1 1 1 1 -
their known spells list. Battle Sorcerers do not
20-21 2 1 1 1 1
have "cure" or "inflict" spells in their spell lists.
Battle Sorcerer may use incantations to cast these 22-23 2 2 1 1 1
spells. The Difficulty Class for a saving throw against the Battle Sorcerer's spell is 10 + the
spell's level + the Battle Sorcerer's Wisdom modifier. The Battle Sorcerer doesn't acquire
her spells from books or scrolls, nor does she prepare them through study. Instead, she
meditates or prays for her spells, receiving them through her own strength of faith or as
divine inspiration. The Battle Sorcerer must spend one hour each day in quiet
contemplation or supplication to regain her daily allotment of spells. Time spent resting
has no effect on the Battle Sorcerer's spell preparation. In addition, the Battle Sorcerer
receives bonus spells based on her Wisdom score, as shown on the chart below.
Spell List
Battle Sorcerers use all the divine spells, except Spells per Day by Spell Level
that Battle Sorcerers may not use the spells Level 0 1 2 3 4 5
listed below. 1st 3 2 - - - -
0-level: Cure minor wounds, inflict minor wounds 2nd 4 3 - - - -
1st-level: Cure light wounds, inflict light wounds 3rd 4 3 2 - - -
2nd-level: Cure moderate wounds, inflict
4th 5 4 3 - - -
moderate wounds
3rd-level: Cure serious wounds, inflict serious 5th 5 4 3 2 - -
wounds 6th 5 4 4 3 - -
4th-level: Cure critical wounds, inflict critical 7th 6 5 4 3 2 -
wounds 8th 6 5 4 3 2 -
5th-level: Mass cure light wounds, mass inflict 9th 6 5 5 4 3 2
light wounds, raise dead 10th 6 5 5 4 4 3
Battle Sorcerer Spells Known
Turn or Rebuke Undead Level 0 1 2 3 4 5
Starting at 2nd level, the Battle Sorcerer gains the
1st 4 2 - - - -
supernatural ability to affect the undead, such as
zombies, skeletons, ghosts, and vampires in a 2 nd 5 2 - - - -
manner similar to Acolyte. However, the Battle 3rd 5 3 1 - - -
Sorcerer's allegiance does not affect the type of 4th 6 3 2 - - -
effects she has on the undead. Furthermore, the 5th 6 4 2 1 - -
Battle Sorcerer affects undead as if she were an 6 th 7 4 3 2 - -
Acolyte of one level lower than her current Battle
7th 7 5 3 2 1 -
Sorcerer class. A Battle Sorcerer may turn, rebuke,
command or bolster the undead. She may destroy 8 th 8 5 4 3 2 -
the undead if of sufficient levels. She cannot dispel 9 th 8 5 4 3 2 1
the turning of an Acolyte. 10th 9 5 5 4 3 2
Bonus Feats
At 3rd, 6th, and 9th level, the Battle Sorcerer gets a bonus feat. The bonus feat must be
selected from the following list, and the Battle Sorcerer must meet all of the prerequisites
for the feat to select it. Alertness, Archaic Weapons Proficiency, Armor Proficiency (light),
Attentive, Creative, Dodge, Educated, Empower Turning, Greater Spell Focus, Greater Spell
Penetration, Improved Turning, Renown, Spell Focus, Spell Penetration, Trustworthy,
Windfall. The Battle Sorcerer may also take any metamagic feats as bonus feats.
Combat Casting
At 4th level, the Battle Sorcerer becomes adept at casting spells during combat. She gets
a +4 bonus to Concentration checks made to cast a spell while on the defensive.
Brew Potion
At 5th level, the Battle Sorcerer can create potions, which carry spells within themselves.
The Battle Sorcerer can create a potion of any spell of 3rd level or lower that she knows.
The spell must target a character or characters. Brewing a potion takes one day. When the
Battle Sorcerer creates a potion, she sets the caster level. The caster level must be
sufficient to cast the spell in question and no higher than the Battle Sorcerer's own level.
The purchase DC of the raw material to brew a potion is 15 + the potion's spell level + the
potion's caster level. The Battle Sorcerer must also spend experience points to brew a
potion. The XP cost is equal to the spell level x the caster level x the purchase DC of the
raw materials. Finally, the Battle Sorcerer makes a Craft (chemical) skill check. The DC for
the check is 10 + the spell level + the caster level. If the check fails, the raw materials are
used up but the XP are not spent. The Battle Sorcerer can try again the next day. When the
Battle Sorcerer creates a potion, she makes any choices that she would normally make
when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that
stores a spell with a costly material component or an experience point cost also carries a
commensurate cost. In addition to the raw materials cost, the Battle Sorcerer must
expend the material component or pay the XP cost when creating the potion.
Discern Lie
The Battle Sorcerer develops the ability to gauge whether another character is telling the
truth by reading facial expressions and interpreting body language. The Battle Sorcerer
must be able to see and hear (but not necessarily understand) the individual under
scrutiny. The Battle Sorcerer can determine whether a spoken statement is true or false
with a successful Sense Motive check opposed by the subject's Bluff check or DC 10,
whichever is greater.
Turn or Rebuke Humans
Starting at 8th level, the Battle Sorcerer gains the supernatural ability to affect humans,
allowing her to command them or drive them off in the fashion of the Acolyte's turn
undead ability. The Battle Sorcerer's allegiance does not affect the type of effects she has
on humans. The ability does not affect humanoids or other creatures. Unlike other turning
abilities, the Battle Sorcerer must spend an action point to turn or rebuke humans. A
Battle Sorcerer may turn, rebuke, command or bolster humans. She cannot destroy the
targeted humans with this ability, nor can she dispel the turning of another individual.
Empower Spell
At 10th level, the Battle Sorcerer learns to cast spells to greater effect. All variable,
numeric effects of an empowered spell are increased by one-half. An empowered spell
deals half again as much damage as normal, cures half again as many hit points, affects
half again as many targets, as appropriate. Spells without random variables are not
affected. An empowered spell uses up a spell slot two levels higher than the spell's actual
level. Therefore, a Battle Sorcerer can only empower 1st, 2nd, or 3rd-level spells.

Bodyguard Advanced Class


Having a bodyguard is a must for any and all famous and infamous people. This
is the man you will rely on when things get sticky. He will soak up the damage
and allow for a speedy get a way for his boss. There are few that would choose
to mess with him and they are sorry for it.

Level BAB Fort Ref Will Special Def Rep


1st +0 +1 +2 +0 Harm's way +1 +0
2nd +1 +2 +3 +0 Combat sense +1 +1 +0
3rd +2 +2 +3 +1 Bonus feat +2 +1
4th +3 +2 +4 +1 Sudden action +2 +1
5th +3 +3 +4 +1 Improved charge +3 +1
6th +4 +3 +5 +2 Bonus feat +3 +2
7th +5 +4 +5 +2 Defensive strike +4 +2
8th +6 +4 +6 +2 Combat sense +2 +4 +2
9th +6 +4 +6 +3 Bonus feat +5 +3
10th +7 +5 +7 +3 Blanket protection +5 +3

Requirements
To qualify to become a Bodyguard, a character must fulfill the following criteria

Base Attack Bonus: +2


Skill: Concentrate 6 ranks, Intimidate
6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
The following information pertains to
the Bodyguard advanced class.
Hit Die The Bodyguard gains 1d12 hit
points per level.
Action Points 6 + one-half character
level, rounded down, every time the
Bodyguard attains a new level in this
class
Class Skills The Bodyguard's class
skills (and the key ability for each
skill) are: Concentration (Con),
Disguise (Cha), Drive (Dex), Forgery
(Int), Gather Information (Cha),
Intimidate (Cha), Knowledge (behavioral sciences, civics, current events,
streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none),
Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis).
Skill Points at Each Level 2 + Int modifier.
Class Features
The following features pertain to the Bodyguard advanced class.
Harm's Way
Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct
melee or ranged attack (but not an area effect), the Bodyguard can subject him
or herself to the attack in the ally's stead. If the attack hits the Bodyguard, he or
her takes damage normally. If it misses, it also misses the ally. The Bodyguard
must declare his or her intention to place him or herself in harm's way before the
attack roll is made. The Bodyguard selects his or her ally either prior to combat or
immediately after the Bodyguard makes his or her initiative check. The
Bodyguard can't change his or her ally for the duration of the combat.
Combat Sense
This ability allows a Bodyguard of 2nd level or higher to designate a single
opponent during his or her action and receive a +1 competence bonus on
attacks against that opponent. The Bodyguard can select a new opponent on any
action. At 8th level, the competence bonus increases to +2.
Bonus Feats
At 3rd, 6th, and 9th level, the Bodyguard gets a bonus feat. The bonus feat must
be selected from the following list, and the Bodyguard must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor
Proficiency (light), Armor Proficiency (medium), Attentive, Combat Expertise,
Combat Reflexes, Double Tap, Improved Brawl, Improved Feint, Improved
Knockout Punch, Knockout Punch, Precise Shot, Quick Draw, Quick Reload,
Street fighting, Vehicle Expert.
Sudden Action
Once per day, a Bodyguard of 4th level or higher can focus his or her effort to
burst into sudden action when the situation calls for it. The Bodyguard can
change his or her place in the initiative order, moving higher in the count by a
number less than or equal to his or her class level, as the Bodyguard sees fit.
The Bodyguard can declare the use of this ability at the start of any round, before
anyone else takes an action.
Improved Charge
A Bodyguard of 5th level or higher can make a charge without having to move in
a straight line. All other charge rules apply, but the Bodyguard can alter his or her
direction when making a charge to avoid obstacles.
Defensive Strike
At 7th level, if an opponent makes a melee attack against the Bodyguard and
misses while the Bodyguard is using the total defense option, the Bodyguard can
attack that opponent on his or her next turn (as an attack action) with a +4
bonus on his or her attack roll. The Bodyguard gains no bonus against an
opponent who doesn't attack the Bodyguard or against an opponent who makes
a successful attack.
Blanket Protection
At 10th level, a Bodyguard can use his expertise to provide protection for up to
six allies (not including himself) within sight and voice range of his position. The
Bodyguard spends 1 action point and takes a full-round action to issue orders
and directions. Doing this provides the Bodyguard's allies with a +1 insight bonus
to Defense for 3 rounds.
Chronomancer
Chronomancers are generally athletic studiers of the eldritch discipline of
Chronomancy. Chronomancy is strongly tied to physical fitness and agility. In
order to manipulate the time-space continuum Chronomancers must have
already pushed their physical bodies to the limit of what it would normally be
capable. Practice of Chronomancy has a long and respected history among the
Elves and has recently started to spread to the humans. The Order of the Steel
Monks are noted to perform some Chronomantic feats such as quickened
shooting speed and limited teleportation. However their abilities do not match
the advanced Chronomantic powers wielded by the pure Chronomancer.

Level BAB Fort Ref Will Special Def Rep


1st +0 +1 +2 +0 Supernatural Speed +1 +1
2nd +1 +2 +3 +0 Assail +2 +1
3rd +1 +2 +3 +1 Bonus feat +2 +2
4th +2 +2 +4 +1 Haste Self +3 +2
5 th +2 +3 +4 +1 Slow Curse +4 +3
6th +3 +3 +5 +2 Bonus feat +4 +3
7 th +3 +4 +5 +2 Hold Monster +5 +4
8th +4 +4 +6 +2 Teleport +6 +4
9 th +4 +4 +6 +3 Bonus feat +6 +5
10th +5 +5 +7 +3 Time Stop +7 +5
Requirements
To qualify to become a Chronomancer, a character must fulfill the following
criteria.

Base Attack Bonus: +2.


Skills: Sleight of Hand 6 ranks, Tumble 6
ranks.
Feat: Acrobatic, Run
Class Information
Hit Die The Chronomancer gains 1d6 hit
points per level.
Action Points 6 + one-half character
level, rounded down, every time the
Chronomancer attains a new level in this
class.
Class Skills The Chronomancer's class
skills (and the key ability for each skill)
are: Autohypnosis (Wis), Balance (Dex),
Climb (Str), Escape Artist (Dex), Hide
(Dex), Jump (Str), Knowledge (current
events, popular culture, streetwise,
theology and philosophy) (Int), Listen
(Wis), Move Silently (Dex), Profession
(Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak
Language (none), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level, 5 + Int modifier.
Class Features
The following features pertain to the Chronomancer advanced class.
Supernatural Speed
At first level a Chronomancer learns to manipulate time-space to move in an
accelerated fashion. His base land speed increases by 5 feet every two levels -
+5 at first, +10 at third, +15 at fifth, +20 at seventh and finally +25 by ninth
level. Only the Chronomancer's basic racial land speed is increase other forms of
movements (climb speed, fly speed or swim speeds) are unaffected.
Assail
Assail is a short-ranged spell-like attack that a Chronomancer can perform as an
attack action. Assail has a range of 5 feet / 2 levels of Chronomancer and the
Chronomancer needs to make a ranged touch attack to hit with assail. If he hits
successfully the target can make a Will saving throw (DC 10 + Chronomancer's
Int mod + half Chronomancer level) to resist its effects. If Assail is successful the
target is jumped back across space-time, teleporting 5 feet / 2 levels of
Chronomancer backwards ignoring intervening terrain. This can have the effect
of knocking him to the other side of a wall, knocking him out of a building, or out
a spaceship. If Assail forces the opponent into solid structure then Assail fails
and the target simply takes 3d10 points of Force damage.
Bonus Feats
At 3rd, 6th, and 9th level, the Chronomancer gets a bonus feat. The bonus feat
must be selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it. Alertness, Armor Proficiency (light), Athletic,
Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive Target,
Meticulous, Mobility, Nimble, Renown, Stealthy.
Haste Self
Starting at 4th level, the Chronomancer can weave a spell of eldritch haste on
himself as a move-equivalent action. Haste can be used 3 times per day and
lasts for a number of rounds equal 3 plus the Chronomancer's Constitution
modifier. Additionally Haste can be used further times beyond 3 through the
expenditure of an Action Point. This extra speed has several effects. When
making a full attack action, a hasted Chronomancer may make one extra attack
with any weapon he is holding. The attack is made using the Chronomancer's full
base attack bonus, plus any modifiers appropriate to the situation. A hasted
Chronomancer gains a +1 bonus on attack rolls and a +1 dodge bonus to
Defense and Reflex saves.
All of the hasted Chronomancer's modes of movement (including land
movement, burrow, climb, fly, and swim) increases by 30 feet. This increase
counts as an enhancement bonus, and it affects the creature's jumping distance
as normal for increased speed. Multiple haste effects don't stack. Haste
counters and is countered by Slow Curse.
Slow Curse
Starting at 5th level the Chronomancer can curse his enemies by slowing time
around them. Slow Curse can be used 3 times per day and lasts for a number of
rounds equal 3 plus the Chronomancer's Constitution modifier. Additionally Slow
Curse can be used further times beyond 3 through the expenditure of an Action
Point. Slow Curse can be used at a range of 25ft plus 5ft per Chronomancer level
(max 75ft) and affects one creature per Chronomancer level (max 10), no two of
which can be more than 30 ft apart. Targets can resist Slow Curse by passing a
Will Save (DC 10 + Chronomancer's Int mod + half Chronomancer level). An
affected creature moves and attacks at a drastically slowed rate. A slowed
creature can take only a single move action or standard action each turn, but not
both (nor may it take full-round actions). Additionally, it takes a -1 penalty on
attack rolls, Defense, and Reflex saves. A slowed creature moves at half its
normal speed (round down to the next 5-foot increment), which affects the
creature's jumping distance as normal for decreased speed.
Multiple slow effects don't stack. Slow Curse counters and dispels haste.
Hold Monster
At 7th level, a Chronomancer can completely stop the progression of time around
a specific target - effectively pinning them in place. Hold Monster can be used 2
times per day and lasts for a number of rounds equal 3 plus the Chronomancer's
Constitution modifier. Additionally Hold Monster can be used further times
beyond 2 through the expenditure of an Action Point. Hold Monster has a range
of 30 feet and the Chronomancer needs to make a ranged touch attack to hit
with the spell. If he hits successfully the target can make a Will saving throw (DC
10 + Chronomancer's Int mod + half Chronomancer level) to resist its effects.
The subject becomes paralyzed and freezes in place. It cannot take any actions,
even speech. Each round on its turn, the subject may attempt a new saving
throw to end the effect. (This is a full-round action that does not provoke attacks
of opportunity.) A winged creature that is paralyzed cannot flap its wings and
falls. A swimmer can't swim and will sink - but it will not drown as while time is
frozen around the target no breathing is necessary.
Teleport
Once per day the Chronomancer can perform a long distance teleportation that
can move him and his allies a considerable distance. The Chronomancer can
gain additional uses per day of Teleport through the expenditure of an Action
Point. This spell-like ability instantly transports the Chronomancer and up to a
number of willing touched allies equal to 1 plus the Chronomancer's Charisma
modifier to a designated destination, which may be as distant as 1 billion miles
(about 4 times the distance between the Earth and the Moon) which is useful for
some local jumps but not interplanetary ones. All creatures to be transported
must be in contact with one another, and at least one of those creatures must be
in contact with you. Only objects held or in use (attended) by another person
receive saving throws and spell resistance. You must have some clear idea of the
location and layout of the destination. The clearer your mental image, the more
likely the teleportation works. Areas of strong eldritch energy may make
teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table.
Refer to the following information for definitions of the terms on the table.
Familiarity
"Very familiar" is a place where you have been very often and where you feel at
home.
"Studied carefully" is a place you know well, either because you can currently see
it, you've been there often, or you have used other means (such as scrying) to
study the place for at least one hour. "Seen casually" is a place that you have
seen more than once but with which you
are not very familiar. "Viewed once" is a On Off Similar
Familiarity Mishap
place that you have seen once, possibly Target Target Area
using magic. "False destination" is a place Very familiar 01-97 98-99 100 -
that does not truly exist or if you are
Studied
teleporting to an otherwise familiar location 01-94 95-97 98-99 100
carefully
that no longer exists as such or has been
so completely altered as to no longer be 99-
Seen casually 01-88 89-94 95-98
familiar to you. When traveling to a false 100
destination, roll 1d20+80 to obtain results 97-
Viewed once 01-76 77-88 89-96
on the table, rather than rolling d%, since 100
there is no real destination for you to hope False info 93-
to arrive at or even be off target from. - - 81-92
(1d20+80) 100
On Target
You appear where you want to be.
Off Target
You appear safely a random distance away from the destination in a random
direction. Distance off target is 1d10x1d10% of the distance that was to be
traveled. The direction off target is determined randomly
Similar Area
You wind up in an area that's visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area
exists within the spell's range, the spell simply fails instead.
Mishap
You and anyone else teleporting with you have gotten "scrambled." You each
take 1d10 points of damage and you reroll on the chart to see where you wind
up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters
take more damage and must reroll.
Time Stop
At 10th level the Chronomancer can stop time once per day. The Chronomancer
cannot gain additional uses of this ability by spending an Action Point. This
seems to make time cease to flow for everyone but the Chronomancer. The
Chronomancer is free to act for 3 rounds of apparent time. Normal and magical
fire, cold, gas, and the like can still harm you. While the time stop is in effect,
other creatures are invulnerable to your attacks and spells; you cannot target
such creatures with any attack or spell. Most Chronomancers use the additional
time to improve their defenses, use healing, or flee from combat. You cannot
move or harm items held, carried, or worn by a creature stuck in normal time, but
you can affect any item that is not in another creature's possession. You are
undetectable while time stop lasts.

Combat Kineticist
A Kineticist is a character who has turned their budding telekinetic powers into a
fierce fighting style. They gain abilities to mover objects with only the powers of
thought. As they grow stronger they are able to create a weapon of pure thought.

Level BAB Fort Ref Will Special D.B. Rep


1st +0 +2 +2 +1 Autohypnosis, Farhand +1 +0
2nd +1 +3 +3 +1 Psiblade, Arcane Tattoo +2 +0
3rd +2 +3 +3 +2 Bonus feat +2 +0
4th +3 +4 +4 +2 Psifield +3 +0
5th +3 +4 +4 +3 Improved Psiblade +4 +1
6th +4 +5 +5 +3 Bonus feat +4 +1
7th +5 +5 +5 +4 Telekinesis +5 +1
8th +6 +6 +6 +4 Improved Psifield +6 +1
9th +6 +6 +6 +5 Bonus Feat +6 +2
10th +7 +7 +7 +5 Ultimate Psiblade +7 +2

Requirements
To qualify to become a Combat Kineticist, a character must fulfill the following
criteria.
Base Attack Bonus: +3.
Skill: Jump 6 ranks.
Feat: Wild Talent
Class Information
Hit Die The Combat Kineticist gains 1d8 hit points per level. The character's
Constitution modifier applies.
Action Points The Combat Kineticist gains a number of action points equal to 6 +
one-half her character level, rounded down, every time she attains a new level in
this class.
Class Skills The Combat Kineticist's class skills are as follows.
Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (visual arts) (Int), Drive
(Dex), Jump (Str), Knowledge (current events, streetwise) (Int), Profession (Wis),
Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
The following features pertain to the Combat Kineticist advanced class.
Farhand
At 1st level the Combat Kineticist can move light objects with his mind alone.
This ability does not cost the Kineticist anything other than the time to cast it.
She points her finger at an object up to 5lbs in weight and can lift it and move it
at will from a distance. As a move action, she can propel the object as far as 15
feet in any direction, though this eldritch ability ends if the distance between the
Combat Kineticist and the object ever exceeds a range of 25ft + 5ft per level of
Combat Kineticist.
Psi-Blade
At 2nd level, a Combat Kineticist can
manifest a glowing blade of mental
energy. This 1-foot-long blade extends
from the Combat Kineticist's fist and
counts as a small weapon. It can be
manifested as a move action, and it
lasts for as long as the Combat
Kineticist wills it to. Dissipating the
blade is a free action. If dismissed, she
can create another one for free on her
next move action. The psi-blade deals
1d6 points of piercing damage. At 3rd
level, her psi-blade gains a +1
enhancement bonus. At 5th level the
enhancement bonus improves to +2. At
7th level, it improves to +3, and at 9th
level it improves to +4. The Combat
Kineticist can apply the Weapon Focus
or Weapon Finesse feats to her psi-
blade.
Eldritch Tattoo
Starting at 2nd level, a Combat Kineticist can create an arcane tattoo on his
body or someone else's that can be used to invoke an eldritch power. Crafting a
tattoo requires a DC 15 Craft (Visual Arts) check and the expenditure of an Action
Point (if the check is failed the AP is still lost). No tools are required to make this
tattoo, it is imprinted psionically. Optional tattoos are listed below. At the GM's
discretion the Kineticist could learn more tattoos, but they may require better
Craft scores to design.
Eldritch Surge: Grants a +2 bonus to an Ability Score of choice for 30 mins. The
ability it affects must be declared at casting.
Eldritch Mending: Causes the recovery of 1d8 + X hit points where X is the
character's number of Combat Kineticist levels.
War Shout: Is consumed as a free action and can only be used in conjunction
with a standard Charge combat maneuver. The Combat Kineticist emits a psionic
scream as he assaults, granting an additional +2 attack bonus on a charge
action and forcing the charged target to make a Will save (DC 15 + 1/2
Kineticist's level + Kineticist's WIS mod) to resist a Stun effect.
Power Leap: Is consumed to grant a one-time +50 bonus on a Jump check.
Bonus Feats
At 3rd, 6th, and 9th level, the Combat Kineticist gets a bonus feat. The bonus
feat must be selected from the following list, and the Combat Kineticist must
meet all the prerequisites of the feat to select it. Athletic, Blind-Fight, Cleave,
Combat Martial Arts, Combat Reflexes, Combat Throw, Defensive Martial Arts,
Exotic Melee Weapon Proficiency, Focused, Improved Combat Martial Arts, Power
Attack, Weapon Finesse, Weapon Focus.
Psi-Field
At 4th level, a Combat Kineticist can manifest a shield of psychic energy,
outlining her body in a barely perceptible glowing nimbus that provides a +3
force field bonus to Defense. The shield can be manifested for free as a move
action, and it lasts until the Kineticist dismisses it. The Psi-Field is a visible
barrier and looking out of it is distracting. As long as it is erected the Combat
Kineticist suffers a -2 penalty on Spot checks.
Improved Psi-Blade
At 5th level, a Combat Kineticist's psi-blade increases in damage capability. It
now deals 1d8 points of piercing damage on a successful attack.
Telekinesis
At 7th level, a Combat Kineticist improves his telekinetic abilities. The
telekineticist moves objects or creatures by concentrating on them. Depending
on the version selected, the spell can provide a gentle, sustained force, perform
a variety of combat maneuvers, or exert a single short, violent thrust. True
telekinesis is costly for the Combat Kineticist and can only be used once per day.
The Combat Kineticist can gain additional uses each day by spending an action
point.
Sustained Force
A sustained force moves an object weighing no more than 200 pounds up to 20
feet per round. A creature can negate the effect on an object it possesses with a
successful Will save or with spell resistance. This version of the power can last 5
rounds, but it ends if you cease concentration. The weight can be moved
vertically, horizontally, or in both directions. An object cannot be moved beyond
your range. The spell ends if the object is forced beyond the range. If you cease
concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a
lever or rope can be pulled, a key can be turned, an object rotated, and so on, if
the force required is within the weight limitation. You might even be able to untie
simple knots, though delicate activities such as these may require additional
checks - such as a generic Intelligence check.
Combat Maneuver
Alternatively, once per round, you can use telekinesis to perform a bull rush,
disarm, grapple (including pin), or trip. Resolve these attempts as normal, except
that they don't provoke attacks of opportunity, you use your base attack bonus
as normal (for disarm and grapple), but you use your Intelligence modifier in
place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a
reactive attempt by the target (such as for disarm or trip). No save is allowed
against these attempts, but spell resistance applies normally. This version of the
spell can last 5 rounds, but it ends if you cease concentration.
Violent Thrust
Alternatively, the spell energy can be spent in a single round. You can hurl one
object or creature within range toward any target within 50 feet of the target. You
can hurl up to a total weight of 200 pounds per caster level.
You must succeed on a ranged attack roll to hit the target with the using your
base attack bonus + your Intelligence modifier. Weapons cause standard
damage (with no Strength bonus; note that arrows or bolts deal damage as
daggers of their size when used in this manner). Other objects cause damage
ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of
damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they
are allowed Will saves (and spell resistance) to negate the effect, as are those
whose held possessions are targeted by the spell. If a creature is telekinetically
hurled against a solid surface, it takes damage as if it had fallen the distance
thrown (1d6 per 10ft).
Improved Psi-field
At 8th level, a Combat Kineticist's psychic shield improves. It now provides a +6
equipment bonus to Defense.
Ultimate Psi-Blade
At 10th level, a Combat Kineticist's psi-blade increases further in damage
capability. It now deals 2d6 points of piercing damage on a successful attack.

CYBERSURGEON
A Cybersurgeon is a specialized
electrician who has perfected
the art of putting together and
taking apart cybernetic
components. Some
cybersurgeons operate illegally,
using their own implants to aid
them in black market surgeries
under less than ideal
circumstances. Many are
walking surgery rooms, able to
perform cybernetics surgery with
little or no assistance. When
crooks, hunters, or soldiers need
someone to help with any
cybernetic medical problem, it’s
a cybersurgeon they seek out. Of
course what they can put in, the
cybersurgeon's can also take
out. Some become buzzards
who strip expensive cybernetic
devices or even valuable organs
from downed foes to sell on the
black market. These scavengers
are the worst perversion of the
medical occupation, causing pain and maiming their victim to make an easy
credit. However for each illegitimate black market cybersurgeon there are plenty
of noble-minded cybersurgeons who do what they do because cybernetics can
save lives, recover limbs and make people whole again. Others are simply
passionate nerds - just pushing the limits of how technology and organics can be
fused to simply make life easier.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +2 Cybersurgeon +1 +2
2nd +1 +3 +0 +3 Fast Operation +1 +3
3rd +1 +3 +0 +3 Bonus Feat +2 +3
4th +2 +4 +1 +4 Cyber Genius +2 +4
5th +2 +4 +1 +4 Bionic Tolerance +3 +4
6th +3 +5 +2 +5 Bonus Feat +3 +5
7th +3 +5 +2 +5 Integrated Systems +4 +5
8th +4 +6 +2 +6 Maximized System +4 +6
9th +4 +6 +3 +6 Bonus Feat +5 +6
10th +5 +7 +3 +7 Bionic Mastery +5 +7

Requirements
To qualify to become a Cybersurgeon, a character must fulfill the following
criteria.
Skills: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (earth
and life sciences) 6 ranks
Feat: Medical Expert, Surgery
Equipment: Cybernetic tool mount (internal or external): Surgery Kit
Class Information
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the
Cybersurgeon attains a new level in this class.
Class Skills The Cybersurgeon's class skills (and the key ability for each skill) are:
Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (electronic,
mechanical, pharmaceutical), Diplomacy (Cha), Disable Device (Int), Forgery (Int),
Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences,
current events, earth and life sciences, streetwise, technology) (Int), Profession
(Wis), Read/Write Language, Repair (Int), Research (Int), Search (Int), Sense
Motive (Wis), Speak Language, Treat Injury (Wis).
Skill Points at Each Level: 7 + Int modifier.
Class Features
The following features pertain to the Cybersurgeon advanced class.
Cybersurgeon
Starting at first level you gain the extraordinary ability to Craft Cybernetics. You
can build any of the cybernetic attachments described in the Equipment
chapters of this book with the exception of cybernetic components developed by
alien races or opposed political factions. For instance a human brought up in the
United Republic will know how to build any component produced by CyberCorp
but not by Core Cybernetics which is an Independent Coalition company. A
character can learn alien or foreign technology by spending a day training with
someone that has levels in the Cybersurgeon class that belongs to that faction or
race. To build a Cybernetic attachment you must first make a Wealth check to
against the Purchase DC - 2 of the attachment for the components. Reducing the
DC by 2 is equivalent to halving the cost; the components tend to be cheaper
than the full thing. Then you must invest 24 hours in its construction. At the end
of the time you must pass a DC 25 Craft (mechanical) check and a DC 25 Craft
(electrical) check. If both Craft checks succeed the Cybernetic attachment
functions properly and can be installed any time. If either or both checks fail the
attachment's design is flawed; another 24 hours must be spent fixing the
problems, 2 new checks must be made at the end of this time.
Once built you can install the component. You must succeed on a DC 20 Treat
Injury check to install or remove a Cybernetic attachment. If you do not have a
surgery kit or access to a medical facility you take a -4 penalty on the check.
Cybernetic surgery takes 1d4 hours.
Fast Operation
With the aid of built-in surgery tools, a Cybersurgeon can perform surgery faster
than normal. A Cybersurgeon can attempt to perform any surgery faster than
normal. A Cybersurgeon can attempt to perform any surgery in 1/10 the normal
time, for instance a Surgery that would normally take 1 hour will take 6 minutes.
The surgeon takes a -5 penalty on the Treat Injury check. On a failed check, the
surgery fails and the patient takes 2d6 points of damage. A cybersurgeon can't
attempt a fast operation a second time; once a surgery has failed, it takes proper
conditions to attempt again.
Bonus Feats
At 3rd, 6th and 9th level the Cybersurgeon gains a bonus feat. The bonus feat
must be selected from the following list, and the Cybersurgeon must meet all the
prerequisites of the feat to select it. Alertness, Brawl, Builder, Cautious,
Educated, Frightful Presence, Gearhead, Low Profile, Medical Expert, Personal
Firearms Proficiency, Run, Track.
Cybernetic Genius
Starting at 4th level the Cybersurgeon gains a +2 bonus on Craft, Knowledge and
Treat Injury checks dealing with cybernetic implants.
Bionic Tolerance
Starting at 5th level the Cybersurgeon becomes highly tolerant of Cybernetic
attachments. She can take as many Cybernetic attachments of double her
Constitution modifier to a minimum of 2 instead of the normal rules of having as
many as her Constitution modifier with a minimum of 1. Additional slots gained
through the Cybertaker feat are not doubled.
Integrated Systems
A Cybersurgeon becomes comfortable with her cybernetic devices and can use
them more easily and smoothly than a typical cyborg. When using a cyberneticly
integrated weapon she gains a +2 bonus on attack and damage rolls at targets
within 30ft (this stacks with Point Blank Shot). When using a device that grants
access to a skill or gives a bonus to one or more skill the Cybersurgeon gains a
+2 bonus with the relevant skill check. Use of the Cybernetic Tool Mount (Surgery
Kit) for instance grants a +2 on Treat Injury which stacks with the Cybersurgeon's
Cybernetic Genius ability for a total of +4.
Maximized Systems
At 8th level any skill or attack affected by the Integrated Systems class feature is
subject to the Maximized Systems rule as well. Whenever an Action Point is
spent to improve a roll made that is affected by the +2 Integrated Systems bonus
the action point confers a bonus to the roll of 2d6 instead of the normal 1d6.
Bionic Mastery
At 10th level the Cybersurgeon can take a 10 any time she makes a skill check
that is affected by the Integrated and Maximized Systems class abilities.

Daredevil Advanced Class


The Daredevil takes her life in her own hands every time she goes on a mission.
She thrives on adrenaline and fearful situations. To many she is unstable and
going to get someone killed with her stunts.
Level BAB Fort Ref Will Special Def Rep
1st +0 +2 +0 +0 Fearless +1 +0
2nd +1 +3 +0 +0 Nip-up +2 +0
3rd +1 +3 +1 +1 Bonus feat +2 +1
4th +2 +4 +1 +1 Action boost +3 +1
5th +2 +4 +1 +1 Adrenaline rush +4 +1
6th +2 +4 +1 +1 Bonus Feat +4 +2
7th +3 +5 +2 +5 Delay damage +5 +2
8th +4 +6 +2 +2 Adrenaline rush +6 +2
9th +4 +6 +3 +3 Bonus feat +6 +3
10th +5 +7 +3 +3 Damage threshold +7 +3

Requirements
To qualify to become a Daredevil, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Concentration 6 ranks, Drive 6 ranks.
Feat: Endurance.
Class Information
The following information pertains to the Infiltrator advanced class.
Hit Die The Daredevil gains 1d10 hit points per level.
Action Points 6 + one-half character level, rounded down, every time the
daredevil attains a new level in this class.
Class Skills The Daredevil’s class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex),
Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events,
popular culture) (Int), Perform (act) (Cha), Pilot (Dex), Profession (Wis),
Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis),
Swim (Str), Tumble (Dex).
Skill Points at Each Level, 5 + Int modifier.
Class Features
The following features pertain to the Daredevil advanced class.
Fearless
A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on
level checks to oppose Intimidate checks.
Nip-Up
A Daredevil of 2nd level or higher can stand up from a prone position as a free
action that does not provoke an attack of opportunity.
Bonus Feats
At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat. The bonus feat must
be selected from the following list, and the Daredevil must meet all the
prerequisites of the feat to select it. Acrobatic, Armor Proficiency (light), Armor
Proficiency (medium), Athletic, Brawl, Cautious, Dodge, Force Stop, Improved
Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout
Punch, Mobility, Nimble, Spring Attack, Street fighting, Surface Vehicle Operation,
Toughness, Vehicle Dodge, Vehicle Expert.
Action Boost
This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a
single action in a round. A Daredevil can spend 1 action point, see the result of
the roll, and then decide to spend a second point, as long as he or she does so
before the Game master reveals the result of the action.
Adrenaline Rush
At 5th level, a Daredevil can temporarily increase one of his or her physical ability
scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point
and gets to increase the selected ability score by 1d4+1 points. The increase
lasts for a number of rounds equal to his or her class level. At the end of the
duration, the Daredevil is fatigued for 1d4+1 rounds.
At 8th level, a Daredevil can temporarily increase two physical ability scores. At
the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.
Delay Damage
Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a
single attack or effect for a number of rounds equal to his or her class level.
Damage Threshold
A 10th-level Daredevil increases his or her massive damage threshold by 3
points. This increase stacks with the increase provided by the Improved Damage
Threshold feat.

DEMONOLOGIST
Demonology was the eldritch discipline first studied by the elves during the first
Illithid Wars. Those elves that allowed them selves to study this dark discipline in
order to fend off the alien threat may have saved the Elvish race, but in so doing
damned themselves. Learning demonologists are only able to manifest demons
of moderate power
levels and thus face
little risk themselves,
but more powerful
demonologists can
summon creatures of
truly awesome power
and more

often than not the


demons, not the
demonologists become
the masters. This is what happened to the original demonologists, now dubbed
the drow, who live in the far outer rim of the Elysium Nebula in an area of space
commonly called the Oort cloud. A high Charisma score is necessary to ensure
the ability to cast the greatest number of eldritch powers.

Level BAB Fort Ref Will Special D.B. Rep


1st +0 +2 +1 +1 Affliction +1 +2
2nd +1 +3 +2 +2 Demonic Companion +1 +2
3rd +2 +3 +2 +2 Bonus Feat +2 +2
4th +3 +4 +3 +3 Combat Casting +2 +3
5th +3 +4 +3 +3 Blood Bond +3 +3
6th +4 +5 +4 +4 Bonus Feat +3 +3
7th +5 +5 +4 +4 Dark Sacrifice +4 +4
8th +6 +6 +5 +5 Turn or Rebuke Humanoids +4 +4
9th +6 +6 +5 +5 Bonus Feat +5 +4
10th +7 +7 +6 +6 Demonic Apotheosis +5 +5

Requirements
To qualify to become a Demonologist, a character must fulfill the following
criteria.
Skills: Bluff 6 ranks, Knowledge (theology and philosophy) 6 ranks, Knowledge
(arcana) 6 ranks.
Allegiance: At the time that the character receives her first level in the
Demonologist advanced class, she must remove Good as an allegiance (if she
previously had such an allegiance). There is no way to look upon demonology as
a good act. At best it is neutral, born out of a need to survive, but demons are
creatures bred purely for destruction.
Special Background Note: Though this class is one of the available classes it
should be noted that in the United Republic of Elysium and in the Independent
Coalition of Human Advancement (but not in the New Elysian Democracy) the
practice Demonology is a crime. There are special divisions of the URE and ICHA
policing forces dedicated to psionic crimes. This is one such crime. If a
demonologist is caught using his powers (summoning) in a public place he may
be arrested and the punishments may be as light as a fine or as severe as a jail
term depending on the type of spell cast. The exact playing out of this is left to
the GM’s discretion. Remember – it is your game, so if you want demonology to
be more accepted you can adjust the universe accordingly.
Class Information
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the
Demonologist attains a new level in this class.
Class Skills
The Demonologist’s class skills are as follows: Concentration (Con), Craft
(chemical, pharmaceutical, visual arts) (Int), Bluff (Cha), Disguise (Cha),
Knowledge (art, behavioral sciences, earth and life sciences, theology and
philosophy) (Int), Perform (sing) (Cha), Profession (Wis), Read/Write Language
(none), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none),
Psicraft (Wis), Spot (Wis), Treat Injury (Wis).
Skill Points at Each Level: 5 + Int modifier.
Class Features
The following features pertain to the Demonologist advanced class.
Affliction
At 1st level, the Demonologist gains the ability to inflict damage with her touch
alone. This ability requires that the Demonologist make an unarmed touch attack
(which provokes an attack of opportunity as normal) but otherwise does not
count as a spell-casting. The amount of damage dealt by the affliction depends
on the level of the caster.

Level Name of Effect Damage


1-2 Inflict Minor Wounds 1d8 + Charisma Modifier
3-4 Inflict Light Wounds 2d8 + Charisma Modifier
5-6 Inflict Moderate Wounds 3d8 + Charisma Modifier
7-8 Inflict Serious Wounds 4d8 + Charisma Modifier
9-10 Inflict Critical Wounds 5d8 + Charisma Modifier

Demonic Companion
Upon reaching 2nd level, a demonologist gains the primary ability of his class.
That is the use of an incredibly intelligent, strong, and loyal companion to serve
her in her battles. This demon can be any creature of the Outsider (Evil) type with
an appropriate CR. At the end of this class are a list of appropriate monster
types. As a rule of thumb (GM's should have final discretion in all cases) a demon
should have a CR lower than half the Demonologist's current level plus Charisma
modifier. Once per day, as a full-round action, a demonologist may magically call
her demon from the infernal realms in which it resides. The demon immediately
appears adjacent to the demonologist and remains for 2 hours per level (total
level, not just demonologist levels) plus the demonologists Charisma modifier.
Recall that an Elysian Day is 26 hours so a total of 13 is required to keep the
demon active for the full period. It may be dismissed at any time as a free action.
The first time a Demon is summoned it costs the Demonologist a single action
point. Thereafter summoning the same demon costs no action points. The
demon is the same creature each time it is summoned, though the demonologist
may release a particular demon from service, allowing him to summon a new
demon of a different type. This is particularly valuable as the higher level the
demonologist becomes the more powerful a companion he can summon. A
demonologist might revert to an older companion - though this will cost an Action
Point as if he had summoned a brand new companion. Each time the demon is
called, it appears in full health, regardless of any damage it may have taken
previously. The demon also appears wearing or carrying any gear it had when it
was last dismissed, including any armor or firearms it might have been carrying.
Should the demonologist’s demon companion drop below 0 hit points, it is
immediately destroyed (not at -10 as per living characters), leaving behind any
equipment it was carrying. The demonologist may not summon another
companion for three days or until she gains a demonologist level, whichever
comes first. Furthermore the moment it dies the demonologist suffers immediate
feedback damage equal to the number of negative hit points the demon had
when it was killed. For instance a demon with 3 hit points remaining who takes
17 hit points from a Railgun is at -14 hit points and is destroyed. 14 hit points of
feedback damage are also dealt to the Demonologist summoner (which could
well result in a double kill if the Demonologist does not have a good fortitude
save or massive damage threshold).
Bonus Feats
At 3rd, 6th, and 9th level, the Demonologist gets a bonus feat. The bonus feat
must be selected from the following list, and the Demonologist must meet all of
the prerequisites for the feat to select it. Alertness, Archaic Weapons Proficiency,
Armor Proficiency (light), Attentive, Creative, Dodge, Educated, Empower Turning,
Improved Turning, Renown, Trustworthy, Windfall.
The Demonologist may also take the Drow Racial Talent Tree talents as bonus
feats, taking them in the appropriate order. These allow the Demonologist to
summon creatures in addition to the Demonic Companion granted by the class.
Combat Casting
At 4th level, the Demonologist becomes adept at casting spells during combat.
She can cast her Affliction spells without provoking an Attack of Opportunity
(effectively treating them as armed attacks instead of unarmed strikes). When
summoning a demon she gets a +4 bonus on Concentration checks made to
cast on the defensive.
Blood Bond
Starting at 5th level the Demonologist can confer any amount of damage he
suffers to his demonic companion if he so chooses. In effect the Demonic
Companion will always die before the Demonologist does.
Dark Sacrifice
At 6th level, the Demonologist can sacrifice his companion. This is a full round
action taken by the Demonologist in his own turn and its effects are worked out
immediately (not in the demon's turn). When the Demonologist uses this ability
the companion explodes in a shower of black acid, engulfing anyone in a 20ft
radius. The black acid splash deals Xd6 points of damage where X is the hit dice
of the Demon sacrificed. Targets struck can attempt a DC 15 reflex save for half
damage. In addition the Demonologist gains a number of hit points equal to the
number of hit points the Demon had remaining when it was sacrificed. This
ability ignores the normal 'feedback' damage a Demonologist suffers when its
Demonic Companion is killed. The demonologist does not have to wait the
compulsory 30 day waiting period between demons, but cannot resummon this
demon and this is obliged to pay the Action Point cost of summoning a new
demon (even if it ends up being of the same type).
Turn or Rebuke Humanoids
Starting at 8th level, the Demonologist gains the supernatural ability to affect
humanoids, allowing her to command them or drive them off in the fashion of the
Acolyte's turn undead ability. The Demonologist's allegiance does not affect the
type of effects she has on humanoids. Unlike other turning abilities, the
Demonologist must spend an action point to turn or rebuke humanoids. A
Demonologist may turn, rebuke, command or bolster humanoids. She cannot
destroy the targeted humanoids with this ability, nor can she dispel the turning of
another individual.
Demonic Apotheosis
At 10th level, the Demonologist is possessed by a spirit of destruction. In effect
she attains Demonhood. This confers the following benefits:
DR 10/- (this DR over-rides, does not stack with, additional DR’s from forcefields
or other sources), Spell Resistance 20, +3 Natural Armour, natural attacks 1d6 +
Strength claws and a 1d4 + 1/2 Strength bite attack, and a +2 profane bonus on
the physical ability score Strength, Constitution and Dexterity.
In addition the Demonic Apotheosis causes the following physical
transformations: the growth of horns (size and appearance at player discretion),
fangs, clawed hands and the development of an unnatural skin color: obsidian
black, blood red, or vomit green.

Dogfighter
Ace pilot, reckless manic, and egotistical jerk have all been used to describe the
Dogfighter. He is at his best under pressure and threat of death. The maneuvers
he can pull off will stun even the most veteran soldiers and keep the enemy on
their toes. He will keep his ship together long after it should have come apart.

Level BAB Fort Ref Will Special Def Rep


1st +0 +0 +2 +0 Bonus feat +1 +0
2nd +1 +0 +3 +0 Defender of the universe +1 +1
3rd +2 +1 +3 +1 Bonus feat +2 +1
4th +3 +1 +4 +1 Shake, rattle, and roll (1/day) +2 +1
5th +3 +1 +4 +1 To the max! +3 +2
6th +4 +2 +5 +2 Bonus feat +3 +2
7th +5 +2 +5 +2 Shake, rattle, and roll (2/day) +4 +2
8th +6 +2 +6 +2 Keep it together +4 +3
9th +6 +3 +6 +3 Bonus feat +5 +3
10th +7 +3 +7 +3 Shake, rattle, and roll (3/day) +5 +3

Requirements
To qualify to become a Dogfighter, a character must fulfill the following criteria.
Skills: Pilot 6 ranks
Feats: Starship Operation (ultra light)
Base Reflex Save: +2
Class Information
Hit Die: The Dogfighter gains 1d8 hit points per level. The character’s
Constitution modifier applies.
Action Points: The Dogfighter gains a number of action points equal to 6 + one-
half his character level, rounded down, every time he attains a new level in this
class.
Class Skills: The Dogfighter’s class skills are as follows: Bluff (Cha), Computer
Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture,
streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair
(Int)
Skill Points at Each Level 4+ Int modifier.
Class Features
The following class features pertain to the Dogfighter advanced class.
Bonus Feats
At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat
must be selected from the following list, and the Dogfighter must meet all the
prerequisites of the feat to select it. Blind-Fight, Brawl, Gear head, Improved
Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship
Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe,
Zero-G Training.
Defender of the Universe
Starting at 2nd level, a Dogfighter applies his Reputation bonus to the die result
whenever he spends an action point to modify an attack roll, skill check, ability
check, or saving throw made aboard a starship.
Shake, Rattle, and Roll
At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire.
The Dogfighter must declare that he is using this ability before making the attack
roll (thus, a failed attack roll ruins the attempt). A starship damaged by the
Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers
(pilots and gunners included) aboard the shaken ship take a -2 penalty on attack
rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability
once per day at 4th level, twice per day at 7th level, and three times per day at
10th level.
To the max!
At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s
engines, increasing its tactical speed by +500 feet. The Dogfighter must be
piloting the ship to increase its tactical speed.
Keep It Together
At 8th level, a Dogfighter can continue to operate a starship even after it has
been reduced to negative hit points and has begun breaking apart. The ship may
take one move action or one attack action each round. However, the ship cannot
be repaired and continues to lose 1 hit point per round; exploding once it
reaches its destruction threshold. The Dogfighter and all other personnel aboard
the ship are considered shaken, taking a -2 penalty on attack rolls, saving
throws, and skill checks.

Dreadnaught
With a great surge of energy the Dreadnaught forces back her enemies allowing
her party time for a counter attack. The most fearsome thought of any person
faced with this opponent is that she will never back down. As she grows in her
talents her defenses become more resolute and her strength more impressive.
Requirements
To qualify to become a Dreadnought, a character must fulfill the following
criteria.
Skills: Intimidate 6 ranks
Feats: Improved Damage Threshold
Talents: Any two Tough hero talents.

Level BAB Fort Ref Will Special Def Rep


1st +0 +2 +0 +1 Fearless, stability, unhindered +0 +0
2nd +1 +3 +0 +2 Ability surge (1/day), steamroller +1 +0
3rd +2 +3 +1 +2 Bonus feat +1 +0
4th +3 +4 +1 +2 Master defender (+2) +1 +1
5th +3 +4 +1 +3 Ability surge (2/day), knockdown +2 +1
6th +4 +5 +2 +3 Bonus feat +2 +1
7th +5 +5 +2 +4 Master defender (+4) +2 +2
8th +6 +6 +2 +4 Ability surge (3/day), heavy artillery +3 +2
9th +6 +6 +3 +4 Bonus feat +3 +2
10th +7 +7 +3 +4 Master defender (+6) +3 +3
Class Information
Hit Die: The Dreadnought gains 1d12 hit points per level. The character’s
Constitution modifier applies.
Action Points: The Dreadnought gains a number of action points equal to 6 +
one-half her character level, rounded down, every time she attains a new level in
this class.
Class Skills: The Dreadnought’s class skills are as follows: Balance (Dex), Climb
(Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival
(Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level 2 + Int modifier.
Class Features
The following class features pertain to the Dreadnought advanced class.
Fearless
The Dreadnought is immune to fear effects.
Stability
The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all
rolls made to resist being tripped, overrun, knocked prone, or pushed back by a
bull rush attack.
Unhindered
The Dreadnought treats any suit of armor worn as though its armor penalty is 2
better.
Ability Surge
At 2nd level, the Dreadnought can temporarily increase her Strength, but at a
penalty to Defense. At 5th and 8th level, she can use this ability more frequently.
The Dreadnought gains a +8 morale bonus to Strength, but takes a -2 penalty to
Defense. Activating ability surge is a free action, and the surge lasts for a number
of rounds equal to the Dreadnought’s class level. Following the ability surge, the
Dreadnought is fatigued for as many rounds as she surged, but may negate this
penalty as a free action by spending an action point. The Dreadnought may use
the ability surge once per day at 2nd level, twice per day at 5th level, and three
times per day at 8th level.
Steamroller
Starting at 2nd level, the Dreadnought does not need to move before making an
overrun attempt against an opponent. She also gains a +2 bonus on any trip
attack made against an opponent who blocks her overrun attempt.
Bonus Feats
At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat
must be selected from the following list, and the Dreadnought must meet all the
prerequisites of the feat to select it. Action Boost, Advanced Combat Martial Arts,
Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor
Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor
Proficiency (powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise,
Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great
Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts,
Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved
Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack,
Run, Spring Attack, Strafe, Street fighting, Sunder, Toughness, Two-Weapon
Fighting, Ultra Immune System.
Master Defender
Starting at 4th level, the Dreadnought becomes especially skilled in defensive
fighting. Whenever she fights defensively or takes the total defense action, she
gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained
while fighting defensively or engaged in total defense). The Dreadnought must be
wearing medium, heavy, or powered armor to gain this bonus. The bonus
increases to +4 at 7th level and +6 and 10th level.
Knockdown
At 5th level and beyond, whenever the Dreadnought is allowed to apply her
Strength modifier to damage, she forces the target of her successful attack to
make at a Fortitude save (DC = damage dealt) or be knocked prone by the force
of the blow.
Heavy Artillery
Beginning at 8th level, a Dreadnought treats all weapons as one size category
smaller for purposes of determining whether or not she can wield them in one
hand and if they are considered light weapons.

Eldritch Slayer
After the Illithid wars the Drow demon summoners began to release control of
their demons, thinking they had sent them back to where they came from. This
was wrong. The newly released demons began opening gate ways of their own
and bringing forth their brethren into our universe. To combat this new threat to
the nebula and elite fighting force was created. The Eldritch Slayers were first
found on the Drow planets but as the demons spread as to did the Slayers. Many
planets the have outlawed demonology have special policing teams of Slayers.
The character that enters into this class will come to have great powers to use
against the demons and their kin and would be an asset to a party who has to
deal with such creatures.

Requirements
To qualify to become an Eldritch Slayer, a character must fulfill the following
criteria.
Base Attack Bonus: +3
Feat: Archaic Weapons Proficiency.
Allegiance: An Eldritch Slayer must have allegiance (good). If they lose such
allegiance they can no longer continue further in the class. They do, however,
retain all abilities of the class up to the point of change.
Class Information
The following information pertains to the Shadow Slayer advanced class.

Level BAB Fort Ref Will Special D.B. Rep


1st +1 +1 +1 +1 Detect Eldritch +1 +0
2nd +2 +2 +2 +2 Eldritch Immunity +1 +0
3rd +3 +2 +2 +2 Bonus Feat +2 +0
4th +4 +2 +2 +2 Slayer Weapon +2 +0
5th +5 +3 +3 +3 Eldritch Enemy +3 +1
6th +6 +3 +3 +3 Bonus Feat +3 +1
7th +7 +4 +4 +4 Eldritch Enemy +4 +1
8th +8 +4 +4 +4 Fast Healing +4 +1
9th +9 +4 +4 +4 Bonus Feat +5 +2
10th +10 +5 +5 +5 Word of Slaying +5 +2

Hit Die: The Eldritch Slayer gains 1d8-hit points per level. The character’s
Constitution modifier applies.
Action Points: The Eldritch Slayer gains a number of action points equal to 6 +
one-half his character level, rounded down, every time he attains a new level in
this class.
Class Skills: The Eldritch Slayer’s class skills are as follows: Balance (Dex), Climb
(Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str),
Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis),
Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak
Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 2 + Int modifier.
Class Features
The following features pertain to the Eldritch Slayer advanced class.
Detect Eldritch
An Eldritch Slayer is uncannily aware of the denizens of Aether and the true
nature of reality. Once per day per the Slayer’s level in this advanced class, the
Eldritch Slayer can sense the presence of a denizen of Aether. In most
campaigns any creatures other than humans, animals, and vermin are
considered denizens of Aether. Using this talent is an attack action that requires
concentration. It has a range of 30 feet and Creature/Object Rating
lasts as long as the Slayer concentrates, up to Outsider HD
a number of rounds equal to the Slayer’s level
Caster level x
in this advanced class. The amount of Magic item or spell
1/2
information gleaned by this uncanny
awareness depends on how long the Slayer Aberration, construct,
focuses his attention. dragon, elemental, HD x 1/2
1st Round: Presence or absence of Aether undead creature
creatures. All other denizens of
HD x 1/5
2nd Round: Number of Eldritch auras Aether
(creatures or objects of Aether) in the area and the power of the strongest
eldritch aura present. If the power of the strongest eldritch aura is overwhelming,
and has a rating of at least twice the Eldritch Slayer’s character level, the Slayer
is stunned for 1 round and the use of this ability ends. While stunned, the Slayer
can’t act, he loses any Dexterity bonus to Defense, and attackers gain a +2
bonus on attacks made against him.
3rd Round: The power of each eldritch aura in the area becomes clear. If an aura
is outside the Slayer’s line of sight, then he discerns its direction but not its exact
location.
Eldritch Aura Rating Aura Power
A creature of Aether emanates an aura that 1 or lower Faint
links it to the supernatural dimension. The 2-4 Moderate
power of an eldritch aura depends on the type 5-10 Strong
of creature or object emitting the aura and its 11 or higher Overwhelming
Hit Dice or caster level.
If an aura falls into more than one strength category (for instance, if a creature
and a magic item are in the same
place and each emits an aura), the Original Aura Power Duration
ability indicates the stronger of the Faint 1d6 minutes
two. Moderate 1d6x10 minutes
How long an Eldritch aura lingers Strong 1d6 hours
after the creature or object has Overwhelming 1d6 days
vacated the location depends on the
aura’s original strength. Each round, an Eldritch Slayer can turn to detect the
presence of Eldritch in a new area. The ability can penetrate barriers, but 1 foot
of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it.
Eldritch Immunity
At 2nd level, an Eldritch Slayer gains damage reduction against the natural
weapons of the denizens of Aether (claws bite, and so on). Eldritch immunity
doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous
effects. The damage reduction is equal to one-half of the Slayer’s level in this
advanced class, rounded down.
Bonus Feats
At 3rd, 6th, and 9th level, the Eldritch Slayer gets a bonus feat. The bonus feat
must be selected from the following list, and the Eldritch Slayer must meet all the
prerequisites of the feat to select it. Acrobatic, Advanced Combat Martial Arts,
Alertness, Cleave, Combat Reflexes, Defensive Martial Arts, Elusive Target, Exotic
Melee Weapon Proficiency, Great Cleave, Power Attack, Unbalance Opponent.
Slayer Weapon
At 4th level, an Eldritch Slayer gains the ability to empower any melee weapon he
wields. An empowered weapon behaves like a magic weapon in the hands of the
Eldritch Slayer, providing an enhancement bonus equal to one-half of the
Slayer’s level in this advanced class, rounded down. (At 4th level, the
enhancement bonus is +2.) This bonus allows the weapon to deal extra damage
and to hurt creatures with damage reduction. Any melee weapon can be
empowered by the Eldritch Slayer, including the Shadow Slayer’s unarmed
strikes. It takes a full-round action to empower a weapon. An empowered
weapon only acts as an empowered weapon in the hands of the Eldritch Slayer
who empowered it. The enhancement bonus lasts for a number of rounds equal
to the Eldritch Slayer’s level in this advanced class.
Eldritch Enemy
At 5th and 7th level, an Eldritch Slayer selects a type of Æther creature as a
favored enemy. Due to his extensive study of these foes and training in the
proper techniques for combating them, the Eldritch Slayer gains a +1 bonus on
Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills
against creatures of this type. He also gets a +1 bonus on weapon damage rolls
against creatures of this type. At each level after 5th, the Eldritch Slayer may
add +1 to the value of the bonus against each of his favored enemy types.
Enemy type: Aberration, Fey, Giant, Undead, Lycanthrope, Dragon, Elemental,
Magical Beast, Monstrous Humanoid, Ooze, and Outsider.
Fast Healing
Starting at 8th level, an Eldritch Slayer gains the ability of fast healing. Every
round, the Eldritch Slayer recovers a number of hit points equal to one-half his
level in this advanced class. So, as an 8th-level Eldritch Slayer, he recovers 4 hit
points every round.
Word of Slaying
At 10th level, an Eldritch Slayer comes into his full
power. By spending 1 action point and using an HD Effect
attack action, the Eldritch Slayer can utter a word 12 or more Dazed
of power that can devastate creatures of Aether. 8-11 Stunned
The word of slaying affects any denizens of 4-7 Paralyzed
Eldritch within 15 feet of the Slayer. The ill effects
depend on the Hit Dice of the creatures, as shown 3 or less Killed
below. A dazed creature can’t act for 1d4 rounds. A stunned creature is stunned
for 2d4 rounds. A paralyzed creature can’t move or act for 1d10 minutes. A killed
creature dies (if it is living) or is destroyed (if it is a construct or an undead).

Engineer
The best person to have on board your ship? The Engineer! If you have anything
that doesn’t work or don’t have the tool for the job he can get you up and
running. With a mastery for the mechanical and robotic he will be the man of
choice after a battle to fix what is broken or before to get you out of it.

Requirements
To qualify to become an Engineer, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6
ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.
Class Information
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +0 Builder, Improve Kit(+1) +0 +0
2 nd +1 +2 +2 +0 Quick Craft, Superior Repair +1 +0
3 rd +2 +2 +2 +1 Bonus Feat +1 +1
4th +3 +2 +2 +1 Improve Kit(+2), Reconfigure Weapon, Sabotage +1 +1
5 th +3 +3 +3 +1 Craft XP Reserve, Quick Craft +2 +1
6th +4 +3 +3 +2 Craft XP Reserve, Bonus Feat +2 +2
7 th +5 +4 +4 +2 Craft XP reserve, Improve Kit(+3), Quick Fix +2 +2
8 th +6 +4 +4 +2 Craft XP Reserve, Weapon Upgrade +3 +2
9th +6 +4 +4 +3 Craft XP Reserve, Bonus Feat +3 +3
10 th +7 +5 +5 +3 Craft XP Reserve, Unflustered +3 +3

Hit Die: The Engineer gains 1d6 hit points per level. The character’s Constitution
modifier applies.
Action Points: The Engineer gains a number of action points equal to 6 + one-half
his character level, rounded down, every time he attains a new level in this class.
Class Skills: The Engineer’s class skills are as follows: Computer Use (Int), Craft
(electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex),
Knowledge (physical sciences, technology) (Int), Navigate (Int), Pilot (Dex),
Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int), Speak
Language (none).
Skill Points at Each Level 7 + Int modifier.
Class Features
The following class features pertain to the Engineer advanced class.
Builder
At 1st level, the Engineer gains the bonus feat Builder.
Improve Kit (+1)
An engineer can use his know-how to upgrade an electrical or mechanical tool kit
at no additional cost.
Electrical Tool Kit, Basic
For the cost of a basic electrical tool kit, an Engineer can assemble a master
craft (+1) version of the kit that grants a +1 equipment bonus on all Repair
checks made to fix electrical devices.
Electrical Tool Kit, Deluxe
For the cost of a deluxe electrical tool k it, an Engineer can assemble a master
craft (+1) version that grants a +3 equipment bonus (instead of the usual +2
equipment bonus) on all Repair checks made to fix electrical devices and a +1
equipment bonus on all Craft (electrical) checks.
Mechanical Tool Kit, Basic
For the cost of a basic mechanical tool kit, an Engineer can assemble a master
craft (+1) version of the kit that grants a +1 equipment bonus on all Repair
checks made to fix mechanical devices.
Mechanical Tool Kit, Deluxe
For the cost of a deluxe mechanical kit, an Engineer can assemble a master craft
(+1) version that grants a +3 equipment bonus (instead of the usual +2
equipment bonus) on all Repair checks made to fix mechanical devices and a +1
equipment bonus on all Craft (mechanical) and Craft (structural) checks.
Quick Craft
At 2nd level, an engineer learns how to craft ordinary scratch-built electronic,
mechanical, and structural objects more quickly than normal.
When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to
build an ordinary scratch-built item, the Engineer reduces the building time by
one-quarter.
At 5th level, the Engineer reduces the building time of ordinary objects and
master craft objects by half.
Superior Repair
At 7th level, an Engineer learns improved ways of repairing robots, vehicles,
mecha, starships, and cybernetic attachments.
An Engineer with a mechanical tool kit and an appropriate facility (a workshop,
garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or
cybernetic attachment. (Without a Repair Check
mechanical tool kit, the Engineer takes Damage Repaired
Result
a -4 penalty on the Repair check.) With
Less than 20 None
1 hour of work, the engineer can
restore a number of hit points based on 20-29 2d6 + Engineer class level
his Repair check result, as shown in 30-39 3d6 + Engineer class level
Table: Superior Repair. If damage 40+ 4d6 + Engineer class level
remains, the Engineer may continue to make repairs for as many hours as
needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic
attachment.
Bonus Feats
At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must
be selected from the following list, and the Engineer must meet all the
prerequisites of the feat to select it. Aircraft Operation (spacecraft), Builder,
Cautious, Gear head, Master crafter, Salvage, Surface Vehicle Operation, Vehicle
Expert, Zero-G Training.
Improve Kit (+2)
At 4th level, the Engineer can assemble master craft (+2) electrical and
mechanical tool kits. This ability works as the 1st-level improve kit class feature,
except the equipment bonuses improve by an additional +1.
Reconfigure Weapon
At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving
one aspect of it. Reconfiguring a weapon requires 1 hour of work and a
successful Repair check (DC 20); reconfiguring a master craft weapon is slightly
harder (DC 20 + the weapon’s master craft bonus feature). An Engineer may
take 10 or take 20 on this check.
The reconfiguration imposes a -1 penalty on attack rolls made with the weapon
but grants one of the following benefits indefinitely:
Changed Rate of Fire
Changes the rate of fire from single shot to semi-automatic, semi-automatic to
full automatic, full auto to semi-auto, or semi-auto to single shot.
Greater Ammo Capacity
The reconfigured weapon can hold 50% more ammunition than normal. This
benefit applies only to weapons that take ammunition.
Greater Concealment
The reconfiguration grants a +2 bonus on Sleight of Hand checks made to
conceal the reconfigured weapon.
Greater Range Increment
The reconfigured weapon’s range increment increases by 10 feet. This benefit
applies only to weapons with range increments.
Signature Shooter
The weapon is reconfigured for a single individual’s use only and is treated as a
unique exotic weapon. Anyone else who uses the weapon takes a -4 no proficient
penalty on attack rolls.
Weapons can be reconfigured multiple times; each time a weapon is
reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon
reconfiguration requires 1 hour and a successful Disable Device check (DC 20 +
the Engineer’s class level).
Sabotage
At 4th level and beyond, the Engineer can sabotage an electrical or mechanical
object so that it operates poorly. The Engineer must succeed on a Disable Device
check (DC 20) to accomplish the downgrade, and sabotaging a master craft
object is slightly harder (DC 20 + the master craft object’s bonus feature).
Noticing the Engineer’s handiwork without first testing the sabotaged device
requires a successful Search check (DC = the Engineer’s Disable Device check
result). Fixing the sabotaged item requires a successful Repair.
Sabotage Device
As a full-round action, the Engineer can reconfigure a device with electrical or
mechanical components so that anyone who uses it suffers a penalty equal to
the Engineer’s class level on skill checks made to use the device.
Sabotage Weapon
As a full-round action, the Engineer can sabotage a weapon so that it misfires or
breaks the next time it is used. A sabotaged weapon cannot be used effectively
until repaired. This use of sabotage also applies to vehicle and starship weapons.
Craft XP Reserve
Starting at 5th level, an Engineer with the Master crafter feat can build master
craft electronic and mechanical devices without investing as much of himself in
the process.
At 5th level and every level thereafter, an Engineer gains a special reserve of
experience points equal to 100 - his Engineer class level. These extra experience
points are separate from experience gained through level advancement and can
only be used to make master craft items; they do not count toward level gain.
An Engineer must spend the extra experience points he gains at each level, for
when the Engineer gains a level; he loses any unspent experience points in his
reserve.
Improve Kit (+3)
At 7th level, the Engineer can assemble master craft (+3) electrical and
mechanical tool kits. This ability works as the 4th-level improve kit class feature,
except the equipment bonuses improve by an additional +1.
Quick Fix
At 7th level, the Engineer can repair a mechanical or electrical device in half the
normal time; see the Repair skill description for normal repair times. However,
cutting the repair time increases the Repair check DC by 5.
Weapon Upgrade
At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as
well as weapon systems aboard vehicles, mecha, or starships.
The Engineer must spend 1 hour tinkering Handheld/Robot Weapon Upgrade DC
with the weapon, after which he must Weapon also dazes target for 1 round 25
succeed at a Craft (mechanical) check. Weapon also knocks target prone 30
The DC varies depending on how the
Weapon leaves target shaken for 1d4 rounds 35
weapon is modified, as shown in Table:
Weapon Upgrade. If the skill check fails, Weapon also stuns target for 1d4 rounds 40
the attempt to modify the weapon also Vehicle/Mecha/Starship Weapon Upgrade DC
fails, although the Engineer may try again. Weapon deals an extra two dice of damage 25
(The engineer may take 20 on the skill Weapon ignores 5 points of target’s
30
check, but the upgrade takes 20 hours to hardness/DR
complete.) An upgraded weapon has a Weapon’s critical hit multiplier increases by 1 35
10% chance of breaking after each time it Weapon ignores 10 points of target’s
is used; it cannot be used again until 40
hardness/DR
repaired, and repairing it requires 1 hour
and a successful Repair check (DC 40).

Unflustered
A 10th-level Engineer can perform complicated tasks without provoking attacks
of opportunity from adjacent foes.
During any round in which the Engineer uses the Computer Use, Craft,
Demolitions, Disable Device, or Repair skill, he can first make a Concentration
check (DC 15) to use the desired skill without provoking attacks of opportunity.
Making the Concentration check doesn’t cost the Engineer an action. He may
take 10 on the Concentration check, but he cannot take 20.

Explorer
Requirements
To qualify to become an Explorer, a character must fulfill the following criteria.
Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical
sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks.
Dedicated Hero Talent: Aware
Class Information
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +1 Explorer lore, Survivalist +1 +0
2nd +1 +2 +2 +2 Resolve, skilled searcher +1 +0
3rd +2 +2 +2 +2 Bonus feat +2 +1
4 th +3 +2 +2 +2 Trap sense (+1) +2 +1
5 th +3 +3 +3 +3 Extra step +3 +1
6th +4 +3 +3 +3 Bonus feat +3 +2
7th +5 +4 +4 +4 Trap sense (+2) +4 +2
8th +6 +4 +4+ +4 Explorer’s evasion +4 +2
9th +6 +4 +4 +4 Bonus feat +5 +3
10 th +7 +5 +5 +5 Extra step, trap sense (+3) +5 +3
Hit Die
The Explorer gains 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
The Explorer gains a number of action points equal to 6 + one-half her character
level, rounded down, every time she attains a new level in this class.
Class Skills
The Explorer’s class skills are as follows:
Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int),
Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Investigate (Int),
Jump (Str), Knowledge (arcane lore, art, earth and life sciences, history, physical
sciences, theology and philosophy) (Int), Listen (Wis), Navigate (Int), Pilot (Dex),
Read/Write Language (none), Research (Int), Ride (Dex), Search (Int), Sense
Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat
Injury (Wis)
Skill Points at Each Level 7 + Int modifier
Class Features
The following class features pertain to the Explorer advanced class.
Explorer Lore
An Explorer picks up stray and obscure facts during her adventures. She may
make a special Explorer lore check with a bonus equal to her Explorer class level
+ her Intelligence modifier to see whether or not she knows some relevant
knowledge about notable people, legendary items, or noteworthy places. If the
Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on
this check. She may take 10 but cannot take 20 on this check.
An Explorer lore check does not reveal the powers of a magic or psionic item but
may give some hint as to its general function; an Explorer may not take 10 or
take 20 on this check.
DC Type of Knowledge Examples
10 Common, known by at least a A local official’s hobbies and interests;
substantial minority of the local common legends or rumors about a
population. powerful place of mystery.
20 Uncommon but available, known by The coordinates of a known but
only a few people in the area. uncharted world; legends or rumors
about a powerful psionic artifact.
25 Obscure, known by few, hard to come The customs of a documented alien
by. species; the true home world of an
ancient royal dynasty.
30 Extremely obscure, known by very The most likely location of a long-lost
few, possibly forgotten by most whom pharaoh’s tomb; the history of a
once knew it, possibly known only by powerful artifact and its creator; the
those who don’t understand the likely coordinates of a fabled but as-
knowledge’s significance. yet-undiscovered planet.
Survivalist
At 1st level, the Explorer gains the bonus feats Guide and Track.
Resolve
Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her
Explorer class level (rounded down) on saving throws to resist fear effects and
Intimidate checks.
Skilled Searcher
When actively searching for secret doors or traps, an Explorer of 2nd level or
higher gains a bonus on her Search checks equal to one-half her Explorer class
level (rounded down).
Bonus Feats
At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be
selected from the following list, and the Explorer must meet all the prerequisites
of the feat to select it. Action Boost, Advanced Two-Weapon Fighting, Aircraft
Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge,
Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon
Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved
Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble,
Renown, Spacer, Street fighting, Studious, Track, Two-Weapon Fighting, Vehicle
Expert.
Trap Sense
At 4th level, an Explorer gains an intuitive sense that alerts her to danger from
traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1
dodge bonus to Defense against attacks made by traps.
These bonuses rise to +2 at 7th level and +3 at 10th level.
Extra Step
An Explorer of 5th level or higher can spend an action point to take an extra 5-
foot step during her turn, as a free action. This extra 5-foot step does not
provoke attacks of opportunity. At 10th level, the Explorer can take the extra 5-
foot step without spending an action point.
Explorer’s Evasion
If an Explorer of 8th level or higher is exposed to any effect that normally allows a
character to attempt a Reflex saving throw for half damage, the Explorer suffers
no damage if she makes a successful saving throw. If the Explorer already has
evasion, she gains improved evasion instead. Improved evasion works similar to
evasion, except the Explorer suffers only half damage on a failed saving throw.

Field Officer
Requirements
To qualify to become a Field Officer, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks.
Feats: Personal Firearms Proficiency.
Class Information
Level BAB Fort Ref Will Special D.B. Rep
1 st +1 +0 +0 +2 Leadership +1 +1
2nd +2 +0 +0 +3 Uncanny Survival +1 +1
3 rd +3 +1 +1 +3 Bonus Feat +2 +1
4 th +4 +1 +1 +4 Tactical Expertise +2 +2
5th +5 +1 +1 +4 August Leadership +3 +2
6 th +6 +2 +2 +5 Bonus Feat +3 +2
7th +7 +2 +2 +5 Tactical Mastery +4 +3
8 th +8 +2 +2 +6 Commanding Presence +4 +3
9 th +9 +3 +3 +6 Bonus Feat +5 +3
10th +10 +3 +3 +7 Action Trust +5 +4

Hit Die
The Field Officer gains 1d8 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Field Officer gains a number of action points equal to 6 + one-half his
character level, rounded down, every time he attains a new level in this class.
Class Skills
The Field Officer’s class skills are as follows: Bluff (Cha), Computer Use (Int),
Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge
(behavioral sciences, civics, history, physical sciences, tactics, theology and
philosophy), Read/Write Language (none), Sense Motive (Wis), and Speak
Language (none).
Skill Points at Each Level 4 + Int modifier
Class Features
The following class features pertain to the Field Officer advanced class.
Leadership
By providing supervision and guidance, a Field Officer can improve an ally’s
chances of succeeding at a skill check. Instead of making a skill check to aid
another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10
or take 20 on the check. Success grants a competence bonus on the ally’s skill
check equal to the Field Officer’s Charisma bonus or Reputation bonus,
whichever is greater. The ally must be within sight and hearing distance of the
Field Officer and must be able to understand him. A Field Officer cannot use this
ability on himself.
Uncanny Survival
Beginning at 2nd level, a Field Officer can add one-half his class level to his
Defense for 1 round, once per day. (The bonus applies to the Field Officer’s
touch and flat-footed Defense, as well.) He must declare he is doing this at the
beginning of his turn, and the Defense bonus lasts until his next round of
actions.
Bonus Feats
At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat
must be selected from the following list, and the Field Officer must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor
Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor
Proficiency (powered), Combat Expertise, Dodge, Improved Initiative, Iron Will,
Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run.
Tactical Expertise
Starting at 4th level, as a full-round action, a Field Officer can use his tactical
knowledge to coordinate allies. Allies to be affected must be within sight and
hearing distance of the Field Officer and must be able to understand him.
The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 +
the number of allies affected. He cannot take 10 or take 20 on the check. If the
check succeeds, all affected allies gain a competence bonus on attack rolls or a
dodge bonus to Defense equal to the Field Officer’s Reputation bonus. The Field
Officer chooses which of the two benefits to impart and must impart the same
benefit to all affected allies. The benefits last for 1 round.
If the check fails, the Field Officer’s allies gain no benefit, but the action is still
spent. A Field Officer cannot apply the benefits of this ability to himself.
August Leadership
The Field Officer gains this ability at 5th level. It works like the leadership ability
(see above), except the Field Officer adds his Charisma bonus and his
Reputation bonus to the ally’s skill check.
Tactical Mastery
At 7th level, the Field Officer requires less time to direct his allies. This ability is
similar to tactical expertise (see Tactical Expertise, above) but requires an attack
action instead of a full-round action.
Commanding Presence
At 8th level and beyond, a Field Officer can use an attack action and his
commanding presence to enable an ally or weaken a single foe’s resolve.
Enabling an ally requires an attack action and a successful Diplomacy check (DC
20). If the check succeeds, the Field Officer can negate any one of the following
harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated,
panicked, shaken, or stunned. The ally to be affected must be within sight and
hearing distance of the Field Officer and must be able to understand him.
The Field Officer cannot use this ability on himself.
Weakening a foe’s resolve requires an attack action and a successful Intimidate
check (DC = target’s level check). If the check succeeds, the target is shaken for
a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the
Field Officer’s Charisma modifier. The target must be within sight and hearing
distance of the Field Officer and must be able to understand him. A target that
resists the Field Officer’s attempt to weaken its resolve is immune to the Field
Officer’s use of this ability for 24 hours.
Action Trust
At 10th level, the Field Officer’s mere presence inspires, safeguards, and
motivates his allies. As a free action, a Field Officer may spend one of his action
points to modify an ally’s attack roll, skill check, ability check, level check, or
saving throw result by +2d6 (applying a bonus of +2 to +12).
The ally to be affected must be within sight and hearing distance of the Field
Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer
may use this ability once per round, and not on himself (he gains the normal
benefits for spending an action point on himself). Any character may transfer
some or all of her action points to the Field Officer as a free action. The Field
Officer must consent to the transfer, and these action points become the Field
Officer’s to spend as he sees fit.

Field Scientist
Requirements
To qualify to become a Field Scientist, a character must fulfill the following
criteria.
Skill: 6 ranks in either Craft (chemical) or Craft (electronic), plus 6 ranks in
Knowledge (earth and life sciences), Knowledge (physical sciences), or
Knowledge (technology), plus 6 ranks in Research.
Class Information
The following information pertains to the Field Scientist advanced class.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +0 Smart Defense +0 +0
2nd +1 +2 +2 +0 Scientific Improvisation +1 +0
3rd +1 +2 +2 +1 Bonus Feat +1 +1
4th +2 +2 +2 +1 Skill Mastery +1 +1
5th +2 +3 +3 +1 Minor Breakthrough +2 +1
6th +3 +3 +3 +2 Bonus Feat +2 +2
7th +3 +4 +4 +2 Smart Survival +2 +2
8th +4 +4 +4 +2 Smart Weapon +3 +2
9th +4 +4 +4 +3 Bonus Feat +3 +3
10th +5 +5 +5 +3 Major Breakthrough +3 +3

Hit Die:
The Field Scientist gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Field Scientist attains
a new level in this class.
Class Skills
The Field Scientist’s class skills (and the key ability for each skill) are: Computer
Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), Decipher
Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int),
Knowledge (behavioral sciences, earth and life sciences, physical sciences,
technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write
Language (none), Research (Int), Search (Int), Speak Language (none).
Skill Points at Each Level 7 + Int modifier.
Class Features
The following features pertain to the Field Scientist advanced class.
Smart Defense
A Field Scientist applies his or her Intelligence bonus and his or her Dexterity
bonus to his or her Defense. Any situation that would deny the Field Scientist his
or her Dexterity bonus to Defense also denies the Intelligence bonus.
Scientific Improvisation
At 2nd level, a Field Scientist gains the ability to improvise solutions using
common objects and scientific know-how. This ability lets the Field Scientist
create objects in a dramatic situation quickly and cheaply, but that have a limited
duration. By spending 1 action point and combining common objects with a Craft
check that corresponds to the function desired, the Field Scientist can build a
tool or device to deal with any situation. The DC for the Craft check is equal to 5
+ the purchase DC of the object that most closely matches the desired function.
Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be
built with scientific improvisation. It takes a full-round action to make an object
with scientific improvisation. The object, when put into use, lasts for a number of
rounds equal to the Field Scientist’s class level, or until the end of the current
encounter, before it breaks down. It can’t be repaired.
Bonus Feats
At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat. The bonus feat
must be selected from the following list, and the Field Scientist must meet all the
prerequisites of the feat to select it. Archaic Weapons Proficiency, Attentive,
Cautious, Combat Expertise, Educated, Gear head, Personal Firearms
Proficiency, Point Blank Shot, Renown, Studious.
Skill Mastery
At 4th level, a Field Scientist selects a number of skills from his or her class list
equal to 3 + his or her Intelligence modifier. When making a skill check using
one of these skills, the Field Scientist may take 10 even if stress and distractions
would normally prevent him or her from doing so.
Minor Breakthrough
Upon attaining 5th level, a Field Scientist receives credit for a minor scientific
breakthrough that earns him or her the recognition of her peers. The Field
Scientist chooses one of the following Knowledge skills: behavioral sciences,
earth and life sciences, physical sciences, or technology. When dealing with
others with at least 1 rank in the same Knowledge skill, the Field Scientist gains
a +2 bonus on Reputation checks. This minor breakthrough also provides the
Field Scientist with a +3 Wealth bonus increase.
Smart Survival
A Field Scientist of 7th level or higher can spend 1 action point to reduce the
damage dealt by a single attack or effect by 5 points.
Smart Weapon
At 8th level, the Field Scientist selects one weapon that he or she is proficient in
and can use with one hand. With the selected weapon, the Field Scientist can
use his or her Intelligence modifier instead of Strength or Dexterity modifier on
attack rolls.
Major Breakthrough
At 10th level, the Field Scientist gains a +2 bonus on Reputation checks when
dealing with individuals who have at least 1 rank in any of the following
Knowledge skills: behavioral sciences, earth and life sciences, physical sciences,
or technology. This bonus stacks with the bonus provided by the minor
breakthrough ability. This major breakthrough also provides the Field Scientist
with a +3 Wealth bonus increase.

Geomancer
Geomancy is the eldritch discipline that governs the primordial element of Earth.
Earth is the stuff of planets and moons, with appropriate pressure geomancy can
be used to generate stone and iron or even crystal and gems. Geomancers can
shape the worlds themselves to suit their interests and for this reason Elvish
Geomancers were pivotal to the success of early Elvish attempts at terraforming.
Terraforming as an art is 75% geomancy and 25% aeromancy - the manipulation
of the skies and atmosphere. Geomancy is also associated with corrosives -
elemental damage dealt from Geomantic offensive spells are invariably acid
attacks. Geomancy is considered one of the four elemental disciplines - the
others being aeromancy (linked to the element of air), pyromancy (linked to the
element of fire) and Hydromancy (linked to the element of water). Geomancy is
one of the more popular eldritch disciplines - not only does it govern one of the
most important elements but all the sentient races of the Elysium Nebula have a
vested interest in maintaining a study of Geomancy. The dwarves - with their
underground tunnels and close ties with rock and stonework are natural
Geomancer. The elves must maintain a study of Geomancy to ensure that the
ancient art that once terraformed the world of the Elysium Nebula doesn't start
to unravel itself through neglect or disregard. Humans know that it is thanks to
Geomancy that all the worlds in the
Elysium Nebula have a 26 hour day. They
know it is thanks to Geomancy that they all
have a breathable atmosphere and that
they share a common gravitational
strength despite disparate sizes. It is
evident that being able to control gravity,
and even alter the spin speed of a world is
crucial to colonizing future star systems,
and as the human population continues to
grow it may become time for humanity to
expand again.

Requirements
To qualify to become a Geomancer, a character must fulfill the following criteria.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Earth-Powers, Eldritch Stone +0 +0
2nd +1 +3 +0 +2 Grease +0 +1
3rd +1 +3 +1 +2 Bonus feat +1 +1
4th +2 +4 +1 +3 Acid Arrow +1 +2
5th +2 +4 +1 +3 Earth walk +2 +2
6th +3 +5 +2 +4 Bonus feat +2 +3
7th +3 +5 +2 +4 Wall of Stone +3 +3
8th +4 +6 +2 +5 Earthquake +3 +4
9th +4 +6 +3 +5 Bonus feat +4 +4
10th +5 +7 +3 +6 Control Gravity +4 +5

Base Attack Bonus: +2


Skills: Concentration 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks.
Feat: Endurance, Wild Talent
Class Information
Hit Die
The Geomancer gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Geomancer attains a
new level in this class.
Class Skills
The Geomancer's class skills are as follows: Climb (Str), Concentration (Con),
Intimidate (Cha), Knowledge (current events, streetwise, earth & life sciences)
(Int), Profession (Wis), Read/Write Language (none), Speak Language (none),
Spot (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
The following features pertain to the Geomancer advanced class.
Earth Powers
All of the Geomancer's abilities are spell-like abilities or more specifically eldritch
powers of the Earth discipline. They take an attack action to cast and unless
otherwise specified can be used only 3 times per day with the option of
additional uses per day at the expenditure of an action point.
Eldritch Stone
You transmute as many as three pebbles, which can be no larger than sling
bullets, so that they strike with great force when thrown or slung. If hurled, they
have a range increment of 20 feet. If slung, treat them as sling bullets (range
increment 50 feet). The spell gives them a +1 enhancement bonus on attack
and damage rolls. The user of the stones makes a normal ranged attack. Each
stone that hits deals 2d6+1 points of damage (including the spell's
enhancement bonus). You must have 3 appropriate stones to manifest this
ability.
Grease
A grease spell covers a solid surface with a layer of slippery grease. The
geomancer can cover one object or 10-ft square per Geomancer level (up to a
maximum of 10 squares or objects) and the grease lasts for 1 round per level up
to a maximum of 10 rounds. Any creature in the area when the spell is cast must
make a successful Reflex save or fall. This save is repeated on your turn each
round that the creature remains within the area. A creature can walk within or
through the area of grease at half normal speed with a DC 10 Balance check.
Failure means it can't move that round (and must then make a Reflex save or
fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material
objects not in use are always affected by this spell, while an object wielded or
employed by a creature receives a Reflex saving throw to avoid the effect. If the
initial saving throw fails, the creature immediately drops the item. A saving throw
must be made in each round that the creature attempts to pick up or use the
greased item.
Bonus Feats
At 3rd, 6th, and 9th levels, the Geomancer gets a bonus feat. The bonus feat
must be selected from the following list, and the Geomancer must meet all of the
prerequisites for the feat to select it. Alertness, Builder, Cautious, Educated,
Gear head, Great Fortitude, Lightning Reflexes, Meticulous, Studious, Toughness,
and Ultra-immune System.
Acid Arrow
Acid arrow is a power that launches an eldritch bolt of acid from your hand. You
must succeed on a ranged touch attack to hit your target. The arrow deals 2d4
points of acid damage with no splash damage. The acid continues to damage the
target on successive rounds. At the end of every round after being struck the
acid will continue dealing another 2d4 points of damage. The duration of this
effect is 1 round plus 1 round every 2 levels (rounding down) up to a maximum
of 6 rounds.
Earth-walk
Earth-walk enables you to meld your body and possessions into earth or stone.
The earth or stone must be large enough to accommodate your body in all three
dimensions. When the casting is complete, you and not more than 100 pounds
of nonliving gear merge with the stone. If either condition is violated, the spell
fails and is wasted. This spell can be used to merge directly with the ground
beneath your feat, to merge into a stonewall, or to merge into a mountain or
other natural geographical feature or even into a stone statue that is of greater
volume than yourself. While in the earth you remain aware of the passage of
time, can cast spells on yourself, and can even move at 10ft per round
(assuming there is enough volume of earth). Nothing that goes on outside the
earth can be seen, but you can still hear what happens around you. Minor
physical damage to the earth or stone does not harm you, but its partial
destruction (to the extent that you no longer fit within it) expels you and deals you
5d6 points of damage. The earth or stone's complete destruction expels you and
slays you instantly unless you make DC 18 Fortitude save. Any time before the
duration expires, you can step out of the stone or earth from anywhere the stone
or earth ends. If the spell's duration expires or the effect is dispelled before you
voluntarily exit the stone, you are violently expelled to the closest edge of the
earth you are hiding in and take 5d6 points of damage. A character can earth-
walk for 20 minutes plus 10 minutes per Geomancer level up to a maximum of
120 minutes at 10th level. A character can use this ability to travel into a secure
underground cave, to travel through a wall of stone, or to
Wall of Stone
This eldritch power creates a wall of rock that merges into adjoining rock
surfaces. A wall of stone is 1 inch thick per four caster levels and composed of
up to one 5-foot square per Geomancer level up to a maximum of 10 5-foot
squares at 10th level. You can double the wall's area by halving its thickness.
The wall cannot be conjured so that it occupies the same space as a creature or
another object. You can create a wall of stone in almost any shape you desire.
The wall created need not be vertical, nor rest upon any firm foundation. It can
be used to bridge a chasm, for instance, or as a ramp. Each 5-foot square of the
wall has 15 hit points per inch of thickness and hardness 8. A section of wall
whose hit point’s drop to 0 is breached. If a creature tries to break through the
wall with a single attack, the DC for the Strength check is 20 + 2 per inch of
thickness. It is possible, but difficult, to trap mobile opponents within or under a
wall of stone, provided the wall is shaped so it can hold the creatures. Creatures
can avoid entrapment with successful DC 15 Reflex saves.
Earthquake
This ability can be used only 2 times per day with no additional uses available by
using an action point. At 8th level the Geomancer's can cause the earth itself to
shake with natural geological forces. This power cannot be manifested on space
stations or in spaceships where there is no contact with physical earth.
When you cast earthquake, an intense but highly localized tremor rips the
ground. The area affected is a spot within 500 feet with an 80-foot radius
spread. The shock knocks creatures down, collapses structures, opens cracks in
the ground, and more. The effect lasts for 1 round, during which time creatures
on the ground can't move or attack. A spell caster on the ground must make a
Concentration check (DC 20) or lose any spell or spell-like ability he or she tries
to cast. The earthquake affects all terrain, vegetation, structures, and creatures
in the area. The specific effect of an earthquake spell depends on the nature of
the terrain where it is cast.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any
creature caught under the cave-in (Reflex DC 15 half) and pinning that creature
beneath the rubble (see below). An earthquake cast on the roof of a very large
cavern could also endanger those outside the actual area but below the falling
debris.
Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels
horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of
bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see
below).
Open Ground
Each creature standing in the area must make a DC 15 Reflex save or fall down.
Fissures open in the earth, and every creature on the ground must pass a DC 10
Reflex save to avoid a fissure. At the end of the spell, all fissures start to close,
dealing 20d6 points of bludgeoning damage to any creatures still trapped within.
Creatures so trapped are pinned beneath rubble (see below).
Structure
Any structure standing on open ground takes 100 points of damage, enough to
collapse a typical wooden or masonry building, but not a typical Elysian structure
built of metals, advanced polymers or protoplastics. This damage is not halved,
as damage dealt to objects normally is though Hardness applies as normal. Any
creature caught inside a collapsing structure takes 8d6 points of bludgeoning
damage (Reflex DC 15 half) and is pinned beneath the rubble (see below).
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per
minute while pinned. If a pinned character falls unconscious, he or she must
make a DC 15 Constitution check or take 1d6 points of lethal damage each
minute thereafter until freed or dead.
Control Gravity
This ability is usable only once per day with no additional uses available by
spending an action point.
This power manipulates gravity in an area of 100 square feet (must be a square)
for 10 rounds, causing all unattached objects and creatures within that area to
fall towards the limit of the spell in the direction selected by the caster in 1
round. Provided it has something to hold onto, a creature caught in the area can
attempt a Reflex save to secure itself when the spell strikes. Creatures who can
fly or levitate can keep themselves from falling. This spell can have a number of
effects depending on where it is used and the angle of gravity chosen.
Ceiling
If some solid object (such as a ceiling) is encountered in this fall, falling objects
and creatures strike it in the same manner as they would during a normal
downward fall. After they get up from the fall the treat this ceiling as their new
floor until the spell ends in which case ordinary gravity takes over - which will
likely lead to another fall. In zero gravity, like outer space, this has the effect of
making this ceiling the 'floor' and creating a form of artificial gravity. It is this
spell (in conjunction with an enchantment of permanence) that elves use to
create artificial gravity on their spacecrafts.
No Ceiling (reverse)
If an object or creature reaches the top of the area without striking anything, and
the gravity was directly inverted (straight up) then the creature remains there,
oscillating slightly, until the spell ends. At the end of the spell duration, affected
objects and creatures fall downward - normally taking 10d6 points of damage for
falling 100 feet.
No Ceiling (angled-45 degrees)
If an object or creature reaches the top of the area without striking anything, and
the gravity was put at an angle to the ground then the creature will be slingshot
Ted through the air normally carrying the target out of the gravity-controlled area
and into standard gravity area which will normally lead to the character taking
10d6 points of damage for falling 100 feet (though they might land on top of
nearby building reducing the damage somewhat).
No Ceiling (zero-g vacuum)
If an object or creature reaches the top of the area without striking anything, and
the spell was used in deep space then the creatures in the area will accelerate
through the space until it reaches the edge of the controlled gravity area at which
point it will keep going in the same direction at the speed it exited the controlled
gravity area. Since there is no resistance to motion in outer space the characters
will keep going in this direction (normally covering 100 feet per round - possibly
less if they were close to the edge of the gravity area when it was cast) until they
hit something or until they find some other means of slowing down.

Glamourist
Requirements
To qualify to become a Glamourist, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Sense Motive 6 ranks.
Class Information
Hit Die
Glamourists gain 1d6 hit points per level.
Action Points
Glamourists gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Glamourist’s class skills (and the key ability for each skill) are: Bluff (Cha),
Concentration (Con), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha),
Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha),
Knowledge (behavioral sciences, current events, popular culture, streetwise)
(Int), Listen (Wis), Perform (act, sing) (Cha), Profession (Wis), Read/Write
Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
The following features pertain to the Glamourist advanced class.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +0 Self-confidence +1 +0
2nd +1 +0 +3 +0 Hidden Motives +1 +0
3 rd +1 +1 +3 +1 Bonus Feats +2 +1
4th +2 +1 +4 +1 Hidden Allegiances +2 +1
5th +2 +1 +4 +1 Audience +3 +1
6th +3 +1 +5 +2 Bonus Feat +3 +2
7th +3 +2 +5 +2 Daze +4 +2
8 th +4 +2 +6 +2 Utterly Convincing +4 +2
9th +4 +3 +6 +3 Bonus Feat +5 +3
10 th +5 +3 +7 +3 Charm Person +5 +3
Self-Confidence
The Glamourist may treat her Glamourist levels as Charismatic levels for any
talent where Charismatic levels are used (charm, favor, captivate, fast-talk,
dazzle, taunt).
Hidden Motives
At 2nd level, the Glamourist increases her ability to hide her motives and
intentions. She gains a circumstance bonus equal to her Glamourist levels when
using Bluff against a Sense Motive skill. In addition, the DC for Bluff checks
against her is increased by her levels of Glamourist.
Bonus Feats
At 3rd, 6th, and 9th level, the Glamourist gets a bonus feat. The bonus feat must
be selected from the following list, and the Glamourist must meet all of the
prerequisites for the feat to select it. Alertness, Attentive, Builder, Confident,
Creative, Deceptive, Improved Initiative, Iron Will, Low Profile, Renown,
Trustworthy, Windfall.
Hidden Allegiance
At 4th level, the Glamourist gains the supernatural ability to suppress her
loyalties, even from spells and abilities. In cases where such divinations are
made, the Glamourist gains a Will save (DC 15 + the character level of the
individual making the attempt) to negate the attempt. Negated attempts reveal
either no allegiance or a lack of the sought-for allegiance, as applicable for the
ability or spell.
Audience
At 5th level, the Glamourist may extend any Charismatic hero talents to a
number of targets equal to her total of Charismatic and Glamourist levels.
Individual targets are otherwise affected as described under the Charismatic
hero basic class.
Daze
At 7th level, the Glamourist gains the spell-like ability to daze an individual of her
choice. This ability may be used once per day, and functions identically to the
daze psionic power.
Utterly Convincing
At 8th level, the Glamourist is a master at convincing people. Whenever the
Glamourist spends an action point to improve some Charisma-based skill checks
(see below), she adds an additional 1d6 to the result. The skills that utterly
convincing applies to are: Bluff, Diplomacy, Disguise, Gather Information,
Intimidate, and Perform.
Charm Person
At 10th level, the Glamourist gains the spell-like ability to charm person once per
day. This ability functions identically to the charm person psionic ability.

Gunslinger
Requirements
To qualify to become a Gunslinger, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Sleight of Hand 6 ranks, Tumble 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Hit Die
The Gunslinger gains1d10 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the gunslinger attains a
new level in this class.
Class Skills
The Gunslinger’s class skills (and the key ability for each skill) are: Bluff (Cha),
Demolitions (Int), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Intimidate (Cha),
Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex),
Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex),
Speak Language (none), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +1 Close combat shot +1 +0
2nd +1 +0 +2 +2 Weapon focus +1 +0
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Defensive position +2 +1
5th +3 +1 +3 +3 Lightning shot +3 +1
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Sharp-shooting +4 +2
8th +6 +2 +4 +4 Greater weapon focus +4 +2
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Bull’s-eye +5 +3

The following features pertain to the Gunslinger advanced class.


Close Combat Shot
At 1st level, a Gunslinger gains the ability to make a ranged attack with a
Medium-size or smaller firearm while in a threatened area without provoking an
attack of opportunity.

Weapon Focus
At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the
benefit of the feat with the same name. The Gunslinger must choose a specific
personal firearm. The gunslinger adds +1 to all attack rolls you make using the
selected personal firearm.
Bonus Feats
At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat. The bonus feat must
be selected from the following list, and the Gunslinger must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Advanced
Two-Weapon Fighting, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-
Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip
Shot, Strafe, Two-Weapon Fighting.
Defensive Position
Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to
Defense and an additional +2 cover bonus on Reflex saves whenever he or she
has one-quarter, one-half, three-quarters, or nine-tenths cover.
Lightning Shot
Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a
personal firearm at the expense of accuracy. With a lightning shot, the
Gunslinger may make one extra ranged attack with a personal firearm in a round
at his or her highest base attack bonus. This attack and each other attack made
in the round take a -2 penalty. This ability can only be used when taking the full
attack action. The penalty applies to all attacks for one full round, including
attacks of opportunity.
Sharp-Shooting
At 7th level, if the Gunslinger uses a personal firearm to attack a target, the
cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or
nine-tenths cover is reduced by 2.
Greater Weapon Focus
At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made
with the firearm selected for the Weapon Focus ability at 2nd level. This bonus
stacks with the earlier bonus.
Bull’s-eye
At 10th level, a Gunslinger becomes so adept at using the firearm to which he or
she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s
attacks with that firearm can deal extra damage. With a successful attack,
before damage is rolled, the gunslinger can spend 1 action point to deal +3d6
points of damage.

Heavy Gunner
Heavy Gunners are experts
in handling heavy weapons.
They are normally
physically very robust - a
vital necessity for handling
the recoil most heavy guns
cause. Heavy Gunners
aptitude for firing big,
heavy, automatic weapons
also lends itself to other
natural advantages. They
typically are better at firing
Mecha-based or platform-
based or ship-based heavy weapons as well. The path of the Heavy Gunner is not
one filled with diverse intellectual challenges, but for causing collateral damage
there is no better choice.
Requirements
To qualify to become a Heavy Gunner, a character must fulfill the following
criteria.
Base Attack Bonus: +2.
Skills: Concentration 6 ranks.
Ability Score Requirement: Strength 13
Feat: Personal Firearms Proficiency, Advanced Firearms Proficiency, Exotic
Weapons Proficiency (heavy weapons)
Class Information
Hit Die
The Heavy Gunner gains 1d12 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Heavy Gunner attains
a new level in this class.
Class Skills
The Heavy Gunner's class skills are as follows: Climb (Str), Concentration (Con),
Demolitions (Int), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int),
Profession (Wis), Survival (Wis), Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Weapons Handler +0 +0
2nd +1 +3 +0 +2 Strafer +1 +0
3rd +2 +3 +1 +2 Bonus feat +1 +0
4th +3 +4 +1 +2 Walking Bipod +2 +0
5th +3 +4 +1 +3 Improved Burst +2 +1
6th +4 +5 +2 +3 Bonus feat +3 +1
7th +5 +5 +2 +4 Heavy Reload +3 +1
8th +6 +6 +2 +4 Walking Tripod +4 +2
9th +6 +6 +3 +4 Bonus feat +4 +2
10th +7 +7 +3 +5 Advanced Burst +5 +2

The following features pertain to the Heavy Gunner advanced class.


Weapons Handler
The character gains the following feats, associated with the firing of heavy
weapons, automatically: Burst Fire, Strafe, Starship Gunnery, Starship Strafe,
Mecha Weapon Proficiency and Mecha Weapon Boost. The character gains Burst
Fire even if she does not meet the Wisdom prerequisite - if this is the case the
Burst Fire feat applies only to weapons with the Heavy Weapon descriptor and
cannot be used in conjunction with conventional longarms as she lacks the
discipline required for burst-firing a rifle or submachine gun. The character only
gets the Mecha Weapon Boost feat if she meets all of the prerequisites.
Straifer
Starting at 2nd level, the Heavy Gunner's save DCs for Autofire and Strafe
increase by 1 point for every 2 levels of Heavy Gunner (rounding down) for a
maximum of +5 at 10th level.
Bonus Feats
At 3rd, 6th, and 9th levels, the Heavy Gunner gets a bonus feat. The bonus feat
must be selected from the following list, and the Heavy Gunner must meet all of
the prerequisites for the feat to select it. Armor Proficiency (light), Armor
Proficiency (medium), Armor Proficiency (heavy), Athletic, Brawl, Endurance,
Frightful Presence, Improved Brawl, Improved Damage Threshold, Power Attack,
Streetfighting, Sunder, Toughness, Ultra Immune System.
Walking Bipod
At 4th level the character is treated as if all the weapons she carries were
mounted on a Bipod. This has the effect of allowing her to carry weapons that
are ordinarily beyond the scope of normal characters. In some particular cases a
Bipod has the effect of increasing range or accuracy. Where this is the case it is
marked in the appropriate weapon description and the character will gain these
benefits as normal. Effectively she is always treated as having the weapon on a
bipod, even if she is moving and firing. At 8th level this ability improves to
Walking Tripod. This has all the same effects as Walking Bipod except that the
character always counts as having his weapon mounted on a considerably more
secure Tripod. These abilities do not permit the character to use gargantuan
weapons or weapons designed for mecha or spacecraft. Only Large-sized or
Huge-sized heavy weapons that are traditionally used by infantry when mounted
on bipod or tripods can be used effectively.
Improved Burst
Starting at 5th level, the Heavy Gunner can ignore 2 points of penalty each time
she uses the Burst Fire feat. This occurs when using a regular Burst Fire or when
using a Mech 'Weapon Boost' style Heavy Burst.
Heavy Reload
At 7th level the Heavy Gunner can reload heavy weapons as a move-equivalent
action (in place of a full-round action) by rapidly adding another chain of
ammunition to his heavy machine gun.
Advanced Burst
At 10th level the Heavy Gunner no longer takes any penalties for Burst Fire
attacks of any kind.

Helix Warrior
The fastest path into this advanced class is from the Strong hero basic class,
though other paths are possible.
Requirements
To qualify to become a Helix Warrior, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skills: Knowledge (tactics) 3 ranks
Feats: Endurance
Class Information
Hit Die
The Helix Warrior gains 1d10 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Helix Warrior gains a number of action points equal to 6 + one-half her
character level, rounded down, every time she attains a new level in this class.
Class Skills
The Helix Warrior’s class skills are as follows: Balance (Dex), Climb (Str),
Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate
(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis),
Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level 2 + Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +1 +0 +1 Haul, light sleeper, survivor +1 +0
2nd +2 +2 +0 +2 Darkvision (60 ft.) +1 +0
3rd +3 +2 +1 +2 Bonus feat +2 +1
4th +4 +2 +1 +2 Strong as an ox +2 +1
5th +5 +3 +1 +3 Darkvision (90 ft.), superior conditioning +3 +1
6th +6 +3 +2 +3 Bonus feat +3 +2
7th +7 +4 +2 +4 Improved reaction +4 +2
8th +8 +4 +2 +4 Darkvision (120 ft.) +4 +2
9th +9 +4 +3 +4 Bonus feat +5 +3
10th +10 +5 +3 +5 Decisive attack +5 +3

The following class features pertain to the Helix Warrior advanced class.
Haul
Helix Warriors can carry more heavy gear than the typical soldier. A Helix
Warrior’s Strength is considered 4 points higher for the purpose of determining
her carrying capacity.
Light Sleeper
Helix Warriors are light sleepers and can make Listen checks even while asleep,
without penalty. (A sleeping character normally takes a -10 penalty on Listen
checks.)
Survivor
When a Helix Warrior spends an action point to modify the result of a saving
throw, she may roll an additional 1d6 and take the best result, discarding the
lower roll(s).
Darkvision
Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total
darkness out to a range of 60 feet. Darkvision is black-and white only, but is
otherwise like normal sight. The range of the Helix Warrior’s darkvision improves
to 90 feet at 5th level and 120 feet at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat
must be selected from the following list, and the Helix Warrior must meet all the
prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced
Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium),
Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight,
Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial
Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude,
Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm,
Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle
Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G
Training.
Strong as an Ox
At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she
were one size category larger (Large instead of Medium-size, for example).
Superior Conditioning
Beginning at 5th level, a Helix Warrior learns how to shake off adverse
conditions. When a Helix Warrior is subjected to one of the following conditions,
the duration of the condition’s effect is halved: cowering, dazed, exhausted,
fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the
condition’s duration is only 1 round, the Helix Warrior is not affected at all.
Improved Reaction
At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks.
Decisive Attack
At 10th level, when a Helix Warrior spends an action point to modify the result of
an attack roll, she may roll an additional 1d6 and take the best result, discarding
the lower roll(s).

Ecomancer
The Ecomancer is a specialized eldritch class that is particularly oriented towards
the manipulation of one of the most powerful life-giving forces: water.
Ecomancers can cause plant life to grow in even the most barren places. They
are central to the survival of the Elvish species and it is thanks to their long
history of Ecomancy that they were able to so quickly and effectively terraform
the many worlds of the Elysium Nebula. Several human Neomystics are drawn to
Ecomancy, because of all the eldritch arts it is the one most closely bound with
the natural world.
The fastest way to the Ecomancer Advanced Class is through the Dedicated Hero
basic class though other paths are possible.

Requirements
To qualify to become an Ecomancer, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Knowledge (earth and life sciences) 6 ranks, Survival 6 ranks.
Feat: Wild Talent

Class Information
Hit Die:
The Ecomancer gains 1d6 hit points per level.
Action Points:
6 + one-half character level, rounded down, every time the Ecomancer attains a
new level in this class.
Class Skill
The Ecomancer's class skills (and the key ability for each skill) are: Climb (Str),
Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex),
Knowledge (Arcana, earth and life sciences, physical sciences), Move Silently
(Dex), Navigate (Int), Profession (Wis), Psicraft (Wis), Ride (Dex), Spot (Wis),
Survival (Wis), Swim (Str), Treat Injury (Wis).
Skill Points at Each Level, 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +0 +2 Create Water +0 +1
2nd +1 +2 +0 +3 Plant Growth +1 +1
3rd +2 +2 +1 +3 Bonus Feat +1 +2
4th +3 +3 +1 +4 Small Water Elemental +2 +2
5th +3 +3 +1 +4 Entangle +2 +3
6th +4 +4 +2 +5 Bonus Feat +3 +3
7th +5 +4 +2 +5 Medium Water Elemental +3 +4
8th +6 +5 +2 +6 Animate Plants +4 +4
9th +6 +5 +3 +6 Bonus Feat +4 +5
10th +7 +6 +3 +7 Large Water Elemental +5 +5
The following features pertain to the Ecomancer advanced class.
Create Water
As a standard action the Ecomancer can generate water from his hands. He can
use this water to spray out at a range of up to 30ft but not with sufficient impact
to have a chance of knocking a person over. It could be used to distract
someone if sprayed directly in the eyes (Reflex DC 10 to avoid this) and thus stun
them for a round. Otherwise it can only be used to water plants, provide people
with fresh water to drink or simply to run a bath. An Ecomancer can create 10
centiliters of water every round (6 seconds) and thus 1 liter of water per minute
spent creating water. In a closed environment an Ecomancer could use this
ability to drown someone. Note that the Ecomancer does not gain any special
water breathing powers as a benefit of this class - so if he is drowning someone
in a closed room he will probably be drowning himself as well.
Plant Growth
This ability is usable three times per day as a standard action. An Ecomancer can
use it additional times per day by spending an Action Point in its manifesting.
This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles,
trees, vines) within long range (400 feet + 40 feet per Ecomancer level) to
become thick and overgrown. The plants entwine to form a thicket or jungle that
creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for
Large or larger creatures. The area must have brush and trees in it for this spell
to take effect. At your option, the area can be a 100-foot-radius circle, a 150-
foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate
places within the area that are not affected.
Bonus Feats
At 3rd, 6th, and 9th level, the Ecomancer gets a bonus feat. The bonus feat must
be selected from the following list, and the Marksman must meet all the
prerequisites of the feat to select it. Animal Affinity, Alertness, Athletic, Dodge,
Endurance, Focused, Renown, Stealthy, Wild Talent, Weapon Focus.
Small Water Elemental
Starting at 4th level the Ecomancer can summon a Small Water Elemental
companion. It can be summoned as a standard action and dismissed as a move-
equivalent action. If the Ecomancer's Small Water Elemental is destroyed the
Ecomancer takes 3d6 points of psychic feedback damage and cannot summon it
again for 3 days. An elemental that is left unsummoned for a period of 26 hours
or greater will regain all of its hit points. There is no other way to heal a Water
Elemental. The Water Elemental Companion is treated as a familiar of sorts. The
Ecomancer can manifest spell-like class abilities through the Water Elemental,
thus allowing him to cast Entangle or Plant Growth at greater ranges. If the
Ecomancer chooses he can close his own eyes and see through the eyes of his
Elemental Companion. The Ecomancer even communicates telepathically with
the Elemental. These effects last only so long as the Elemental remains within
500 feet of the Ecomancer.
Entangle
Starting at 5th level The Ecomancer can summon a mass of entangling vines to
burst from any soil no matter how barren. This ability is usable two times per day
as a standard action. An Ecomancer can use it additional times per day by
spending an Action Point in its manifesting. Entangles creates a many-layered
mass of strong, prehensile vines that ensnare anything within a 20ft radius
spread of a point of impact chosen anywhere within 100ft + 10ft per level. These
vines trap those caught in them. The vines are similar to ordinary vines but far
larger and tougher. Anyone in the effect's area when the spell-like ability is
manifested must make a Reflex save. If this save succeeds (DC 10 + half
Ecomancer's level + Ecomancer's WIS modifier), the creature is entangled, but
not prevented from moving, though moving is more difficult than normal for
being entangled (see below). If the save fails, the creature is entangled and can't
move from its space, but can break loose by spending 1 round and making a DC
20 Strength check or a DC 25 Escape Artist check. Once loose (either by making
the initial Reflex save or a later Strength check or Escape Artist check), a
creature remains entangled, but may move through the vines very slowly. Each
round devoted to moving allows the creature to make a new Strength check or
Escape Artist check. The creature moves 5 feet for each full 5 points by which
the check result exceeds 10. If you have at least 5 feet of web between you and
an opponent, it provides cover. If you have at least 20 feet of web between you, it
provides total cover.
Medium Water Elemental
At 7th level the Ecomancer can summon a Medium Water Elemental companion
to replace his Small Water Elemental. It can be summoned as a standard action
and dismissed as a move-equivalent action. If the Ecomancer's Water Elemental
is destroyed the Ecomancer takes 3d6 points of psychic feedback damage and
cannot summon it again for 3 days. An elemental that is left unsummoned for a
period of 26 hours or greater will regain all of its hit points. There is no other way
to heal a Water Elemental.
Animate Plants
At 8th level the Ecomancer can imbue inanimate plants with mobility and a
semblance of life. Each animated plant then immediately follows the
Ecomancer's instructions including attacking whomever you designate as though
it were an animated object of the appropriate size category. You may animate
one Large or smaller plant, or an equivalent number of larger plants, per three
character levels. A Huge plant counts as two Large or smaller plants, a
Gargantuan plant as four, and a Colossal plant as eight. You can change the
designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large
usually don’t have hardness. Animate plants cannot affect plant creatures, nor
does it affect nonliving vegetable material.
Large Water Elemental
At 10th level the Ecomancer can summon a Large Water Elemental companion
to replace his Medium Water Elemental. It can be summoned as a standard
action and dismissed as a move-equivalent action. If the Ecomancer's Water
Elemental is destroyed the Ecomancer takes 3d6 points of psychic feedback
damage and cannot summon it again for 3 days. An elemental that is left
unsummoned for a period of 26 hours or greater will regain all of its hit points.
There is no other way to heal a Water Elemental.
Water Elemental Reference
Small Medium Large
Hit Dice 2d8+2 4d8+12 8d8+32
Initiative +0 +1 +2
Speed 20ft,90ft swim 20ft, 90ft swim 20ft, 90ft swim
Defense 17(+1 s, +6 nat.) 19(+1dex,+8 nat) 20(-1s,+2dex,+9nat)
BAB/Grapple +1/_1 +3/+6 +6/+15
Attack Slam +4m 1d6+3 Slam +6m 1d8+4 Slam +10m 2d8+5
Full Attack Slam +4m 1d6+3 Slam +6m 1d8+4 Slam +10m 2d8+5
Space/Reach 5ft/5ft 5ft/5ft 10ft/10ft
Special Abilities Water Mastery, Water Mastery, Water Mastery,
Drench, Vortex Drench, Vortex Drench, Vortex
Special Darkvision 60ft Darkvision 60ft DR5/- Darkvision
Qualities 60ft
Saves Fort +4, Ref +0, Will Fort +7, Ref +2, Will Fort +10, Ref +4
+0 +1 Will +2
Abilities S14,D10,C13 S16,D12,C17, S20,D14,C19
I4,W11,C11 I4,W11,C11 I6,W11,C11
Skills Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
Feats Power Attack Cleave, Power Attack Cleave, Great
Cleave, Power Attack
General Elemental Traits
Immunity to poison, sleep effects, paralysis, and stunning.
Not subject to critical hits or flanking.
Elementals do not eat, sleep, or breathe
Water Elemental Abilities and Qualities
A water elemental prefers to fight in a large body of water where it can disappear
beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage
rolls if both it and its opponent are touching water. If the opponent or the
elemental is touching the ground, the elemental takes a –4 penalty on attack
and damage rolls. (These modifiers are not included in the statistics block.)
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed
lanterns, and other open flames of nonmagical origin if these are of large size or
smaller. The creature can dispel magical fire it touches as dispel magic (caster
level equals elemental’s HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10
minutes, provided it is underwater, and remain in that form for up to 1 round for
every 2 HD it has. In vortex form, the elemental can move through the water or
along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to
30 feet wide at the top, and 10 feet or taller, depending on the elemental’s size.
The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of
opportunity, even if the elemental enters the space another creature occupies.
Another creature might be caught in the vortex if it touches or enters the vortex,
or if the elemental moves into or through the creature’s space. Creatures one or
more size categories smaller than the elemental might take damage when
caught in the vortex (see the table below for details) and may be swept up by it.
An affected creature must succeed on a Reflex save when it comes into contact
with the vortex or take the indicated damage. It must also succeed on a second
Reflex save or be picked up bodily and held suspended in the powerful currents,
automatically taking damage each round. An affected creature is allowed a
Reflex save each round to escape the vortex. The creature still takes damage,
but can leave if the save is successful. The DC for saves against the vortex’s
effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental
carries them or to escape the whirlwind. Creatures caught in the whirlwind can
otherwise act normally, but must make a Concentration check (DC 15) to cast a
spell or manifest a spell-like ability. Creatures caught in the whirlwind take a –4
penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have
only as many creatures trapped inside the vortex at one time as will fit inside the
vortex’s volume. The elemental can eject any carried creatures whenever it
wishes, depositing them wherever the vortex happens to be. A summoned
elemental always ejects trapped creatures before returning to its home plane. If
the vortex’s base touches the bottom, it creates a swirling cloud of debris. This
cloud is centered on the elemental and has a diameter equal to half the vortex’s
height. The cloud obscures all vision, including darkvision, beyond 5 feet.
Creatures 5 feet away have concealment, while those farther away have total
concealment. Those caught in the cloud must make a Concentration check (DC
15) to cast a spell or manifest a spell-like ability. An elemental in vortex form
cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform
some special action or avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can use the run action while
swimming, provided it swims in a straight line.
Infiltrator
Requirements
To qualify to become an Infiltrator, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Hide 6 ranks, Move Silently 6 ranks.
Feat: Personal Firearms Proficiency.
Class Information
The following information pertains to the Infiltrator advanced class.
Hit Die
The Infiltrator gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the infiltrator attains a
new level in this class.
Class Skills
The Infiltrator’s class skills (and the key ability for each skill) are: Balance (Dex),
Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex),
Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular
culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak
Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Improvised implements +2 +1
3rd +1 +1 +3 +1 Bonus feat +2 +1
4th +2 +1 +4 +1 Improved evasion +3 +2
5th +2 +1 +4 +1 Skill mastery +4 +2
6th +3 +2 +5 +2 Bonus feat +4 +2
7th +3 +2 +5 +2 Improvised weapon damage +5 +3
8th +4 +2 +6 +2 Improved sweep +6 +3
9th +4 +3 +6 +3 Bonus feat +6 +3
10th +5 +3 +7 +3 Without a trace +7 +4

The following features pertain to the Infiltrator advanced class.


Sweep
An Infiltrator knows how to size up an area and get the lay of the land in a single
sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot
checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator
can use this bonus at the start of an encounter.
Anything not concealed can be spotted in a sweep with a successful check (DC
10). The DC for concealed or less obvious threats is equal to their Hide check
result.
Improvised Implements
At 2nd level, an Infiltrator no longer takes a -4 penalty when wielding an
improvised weapon. Also, the Infiltrator is able to make do without proper
equipment in certain circumstances: the Infiltrator no longer takes a -4 penalty
when using the Climb and Disable Device skills without the proper tools.
Bonus Feats
At 3rd, 6th, and 9th level, the Infiltrator gets a bonus feat. The bonus feat must
be selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it. Acrobatic, Alertness, Armor Proficiency
(light), Athletic, Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive
Target, Meticulous, Mobility, Nimble, Renown, Run, Stealthy.
Improved Evasion
If an Infiltrator of 4th level or higher is exposed to any effect that normally allows
a character to attempt a Reflex saving throw for half damage, the Infiltrator
suffers no damage if he or she makes a successful saving throw and only half
damage on a failed save. Improved evasion can only be used when wearing light
armor or no armor. For an Infiltrator who does not have evasion (see the Fast
hero class description), improved evasion counts as evasion for the purpose of
meeting the prerequisites on the Fast hero’s defensive talent tree.
Skill Mastery
At 5th level, an Infiltrator selects a number of skills from his or her class list
equal to 3 + his or her Intelligence modifier. When making a check using one of
these skills, the Infiltrator may take 10 even if stress and distractions would
normally prevent him or her from doing so.
Improvised Weapon Damage
At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage.
The Infiltrator treats an improvised weapon as one size category larger than it is
for the purpose of determining the damage it deals.
Improved Sweep
At 8th level, an Infiltrator’s ability to get the lay of the land improves. Now the
Infiltrator not only spots potential perils with a successful check, he or she can
determine the relative strength of these dangers. A successful check relates the
danger’s strength compared to the Infiltrator: stronger (higher level or Hit Dice),
on par (same level or HD), or weaker (lower level or HD).
Without a Trace
At 10th level, when an Infiltrator uses any of the following skills: Balance, Climb,
Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those
using Investigate, Listen, Search, or Spot to detect the Infiltrator’s activity take a
?4 penalty.

Investigator
Requirements
To qualify to become an Investigator, a character must fulfill the following
criteria.
Base Attack Bonus: +2
Skill: Investigate 6 ranks, Listen 6 ranks, and Sense Motive 6 ranks.
Class Information
The following information pertains to the Investigator advanced class.
Hit Die
The Investigator gains 1d6 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Investigator attains a
new level in this class.
Class Skills
The Investigator’s class skills (and the key ability for each skill) are: Bluff (Cha),
Computer Use (Int), Disable Device (Dex), Drive (Dex), Forgery (Int), Gather
Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (behavioral
sciences, civics, current events, streetwise) (Int), Listen (Wis), Profession (Wis),
Read/_Write Language (none), Research (Int), Search (Int), Sense Motive (Wis),
Speak Language (none), Spot (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +1 Profile +1 +1
2nd +1 +0 +2 +2 Contact, low-level +1 +1
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Nonlethal force +2 +2
5th +3 +1 +3 +3 Contact, mid-level +3 +2
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Discern lie +4 +3
8th +6 +2 +4 +4 Contact, high-level +4 +3
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Sixth sense +5 +4

The following features pertain to the Investigator advanced class.


Profile
By making a Gather Information check (DC 15) when talking to witnesses of a
crime, the Investigator compiles a rough mental picture of the suspect. This
mental picture provides a physical description, including distinguishing markings
and visible mannerisms. Success makes the profile accurate, at least concerning
a particular suspect as seen by witnesses. (For this Gather Information check, no
money changes hands.) The Investigator can expand the profile by making an
Investigate check (DC 15) involving the crime scene or other evidence linked to
the suspect. If successful, the Investigator combines eyewitness accounts with
forensic evidence to develop a profile of the suspect’s method of operation. This
provides a +2 circumstance bonus on any skill checks made to uncover
additional evidence or otherwise locate and capture the suspect.
Contact
An Investigator of 2nd level or higher cultivates associates and informants. Each
time the Investigator gains a contact, the GM should develop a supporting
character to represent the contact. The player can suggest the type of contact his
or her character wants to gain, but the contact must be an ordinary character,
not a heroic character. A contact will not accompany an Investigator on missions
or risk his or her life. A contact can, however, provide information or render a
service (make a specific skill check on the Investigator’s behalf).
At 2nd level, the Investigator gains a low-level contact, at 5th level a mid-level
contact, and at 8th level a high-level contact. The Investigator can’t call on the
same contact more than once in a week, and when he or she does call on a
contact, compensation may be required for the assistance the contact renders.
In general, a professional associate won’t be compensated monetarily, but
instead will consider that the Investigator owes him or her a favor. Contacts with
underworld or street connections usually demand monetary compensation for
the services they render, and experts in the use of skills normally want to be paid
for the services they provide. For underworld or street contacts, this expense is
represented by a Wealth check against a purchase DC of 10 for the low-level
contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled
experts, the purchase DC is 10 + the ranks the expert has in the appropriate
skill.
Bonus Feats
At 3rd, 6th, and 9th level, the Investigator gets a bonus feat. The bonus feat
must be selected from the following list, and the Investigator must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor
Proficiency (light), Armor Proficiency (medium), Brawl, Defensive Martial Arts,
Dodge, Double Tap, Educated, Knockout Punch, Personal Firearms Proficiency,
and Point Blank Shot.
Nonlethal Force
At 4th level, an Investigator becomes adept at using nonlethal force to subdue
an opponent. From this point on, he or she can deal nonlethal damage with a
weapon that normally deals lethal damage (if he or she so chooses) without
taking the normal -4 penalty on the attack roll.
Discern Lie
At 7th level, an Investigator develops the ability to gauge whether another
character is telling the truth by reading facial expressions and interpreting body
language. The Investigator must be able to see and hear (but not necessarily
understand) the individual under scrutiny. With a successful Sense Motive check
opposed by the subject’s Bluff check result or against DC 10 (whichever is
greater), the Investigator can tell whether the subject is deliberately and
knowingly speaking a lie. This ability doesn’t reveal the truth, uncover
unintentional inaccuracies, or necessarily reveal omissions in information.
Sixth Sense
At 10th level, an Investigator becomes so attuned at solving mysteries that he or
she finds a way to put two and two together and rarely misses a clue. Whenever
the Investigator spends 1 action point to improve the result of a skill check made
using certain skills (see below), the Investigator gets to add an additional 1d6 to
the result.
The skills that sixth sense applies to are Gather Information, Investigate, Listen,
Research, Search, and Spot.

Mage (Abjurer)
Requirements
To qualify to become a Mage, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skill: Craft (chemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore)
6 ranks, Research 6 ranks.
Class Information
The following information pertains to the Mage advanced class.
Hit Die
The Mage gains 1d6 hit points per level.
Action Points
The Mage gains a number of action points equal to 6 + one-half his character
level, rounded down, every time he attains a new level in this class.
Class Skills
The Mage's class skills are as follows: Computer Use (Int), Concentration (Con),
Craft (chemical) (Int), Craft (pharmaceutical) (Int), Craft (visual arts) (Int),Craft
(writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (arcane lore, art,
current events, earth and life sciences, physical sciences, popular culture,
technology) (Int), Profession (Wis), Read/Write Language (none), Research (Int),
Speak Language (none), Spellcraft (Int).
Skill Points at Each Level 7 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Arcane skills, arcane spells, summon familiar +1 +1
2 nd +1 +0 +0 +3 Scribe scroll, arcane spells +1 +1
3 rd +1 +1 +1 +3 Bonus feat, arcane spells, brew potion +2 +1
4th +2 +1 +1 +4 Scribe tattoo, arcane spells +2 +2
5 th +2 +1 +1 +4 Spell mastery, arcane spells +3 +2
6th +3 +2 +2 +5 Bonus feat, arcane spells +3 +2
7 th +3 +2 +2 +5 Combat casting, arcane spells +4 +3
8 th +4 +2 +2 +6 Spell mastery, arcane spells +4 +3
9th +4 +3 +3 +6 Bonus feat, arcane spells +5 +3
10 th +5 +3 +3 +7 Maximize spell, arcane spells +5 +4

All of the following features pertain to the Mage advanced class.


Arcane Skills
A Mage has access to the following arcane skills. These skills are considered
class skills for the Mage, and he can use his skill points to buy ranks in them.
Concentration (Con)
The normal Concentration skill expands to include divine applications, as
defined below.
Check
You must make a Concentration check whenever you may potentially be
distracted while engaged in an activity, including casting a spell or concentrating
on an active spell, that requires your full attention. If the check succeeds, you
may continue with the action as normal. If the check fails, the action
automatically fails and is wasted. If you were in the process of casting a spell, the
spell is lost. If you were concentrating on an active spell, the spell ends. The
table in the Concentration skill description summarizes the various types of
distractions. In situations where the distraction occurs while you are casting a
spell, you add the level of the spell to the DC.
Try Again?
You can try again, but doing so doesn't cancel the effects of a previous failure. If
you lost a spell, the spell is lost.
Special
By making a check (DC 15 + spell level), you can use Concentration to cast a
spell defensively, thus avoiding attacks of opportunity. If the check succeeds, you
can attempt the casting without incurring any attacks of opportunity.
Spellcraft (Int)
Trained only. Use this skill to identify spells as they are cast or spells already in
place.
Check
You can identify spells and magic effects.
Additionally, certain spells allow you to gain information about magic provided
that you make a Spellcraft check as detailed in the spell description.
Try Again?
See above.
Time
Unless otherwise indicated, Spellcraft is a move action.
DC Task
15 +
Identify a spell being cast. (You must see or hear the spell's verbal or
spell
somatic components.) You can't try again.
level
15 + Learn a spell from a spellbook or scroll. You can't try again for that
spell spell until you gain at least 1 rank in Spellcraft.
level
15 +
spell Prepare a spell from a borrowed spellbook. One try per day.
level
15 + When casting detect magical aura, determine the school of magic
spell involved in the aura of a single item or creature you can see. (If the
level aura isn't a spell effect, the DC is 15 + one-half caster level.)
20 + When casting detect magical aura, determine the school of magic
spell involved in the aura of a single item or creature you can see. (If the
level aura isn't a spell effect, the DC is 15 + one-half caster level.)
20 +
Identify a spell that's already in place and in effect. (You must be able
spell
to see or detect the effects of the spell.) You can't try again.
level
20 +
Identify materials created or shaped by magic, such as noting that an
spell
iron wall is the result of a wall of iron spell. You can't try again.
level
20 +
Decipher a written spell (such as a scroll) without using read magic.
spell
One try per day.
level
25 +
After rolling a saving throw against a spell targeted at you, determine
spell
what spell was cast upon you. This is a reaction.
level
25 Identify a potion. This takes 1 minute.
30 or
Understand a strange or unique magical effect. You can't try again.
higher
Arcane Spells
The Mage's key characteristic is the ability to cast arcane spells. He is limited to
a certain number of spells of each spell level per day, according to his Mage
class level. In addition, the Mage receives bonus spells based on his Intelligence
score. Determine the Mage's total number of spells per day by consulting the two
tables below.
Mage Spells per Day by Spell Level
The Mage must prepare spells Level 0 1 2 3 4 5
ahead of time by resting for 8 hours 1st 3 1 - - - -
and spending 1 hour studying his
2nd 4 2 - - - -
spellbook. While studying, the Mage
decides which spells to prepare. To 3rd 4 2 1 - - -
learn, prepare, or cast a spell, the 4th 4 3 2 - - -
Mage must have an Intelligence 5th 4 3 2 1 - -
score of at least 10 + the spell's 6th 4 3 3 2 - -
level. A Mage can prepare a lower- 7th 4 4 3 2 1 -
level spell in place of a higher-level 8th 4 4 3 3 2 -
one if he desires. The Difficulty 9th 4 4 4 3 2 1
Class for saving throws to resist the
10th 4 4 4 3 3 2
effects of a Mage's spells is 10 +
the spell's level + the Mage's Int Bonus Spells by Spell Level
Intelligence modifier. Score 0 1 2 3 4 5
Arcane Spells and Armor 12-13 - 1 - - - -
The Mage can become proficient in 14-15 - 1 1 - - -
the use of armor, but he still has a 16-17 - 1 1 1 - -
difficult time casting most arcane 18-19 - 1 1 1 1 -
spells while wearing it. Armor
20-21 - 2 1 1 1 1
restricts movement, making it
harder to perform the complicated 22-23 - 2 2 1 1 1
gestures needed to cast spells with somatic components. When casting an
arcane spell with a somatic component, the chance of arcane spell failure
depends on the type of armor being worn and whether the Mage has the
appropriate Armor Proficiency feat, as shown below.
Spellbooks Arcane Spell Failure Arcane Spell Failure
The Mage must Armor Type
(Proficient) (Nonproficient)
study his spellbook Light 10% 20%
each day to prepare Medium 20% 30%
his spells. The Mage
Heavy 30% 40%
can't prepare any
spell not recorded in his spellbook (except for read magic, which the Mage can
prepare from memory). The Mage begins play with a spellbook containing all 0-
level arcane spells and three 1st-level arcane spells of the player's choice. For
each point of Intelligence bonus the Mage has, his spellbook holds one
additional 1st-level arcane spell. Each time the character attains a new level of
Mage, he gains two new spells of any level or levels that he can cast, according
to his new level. The Mage can also add spells found in other Mages' spellbooks.
A spellbook can be an actual book or any other information storage device, such
as a notebook computer, desktop computer, or PDA (personal data assistant).
Summon Familiar
A Mage has the ability to obtain a familiar.
Familiar Qualities
Use the basic statistics for a creature of its type but make these changes.
Hit Dice
Treat as the Mage's character level (for effects related to Hit Dice). Use the
familiar's normal total if it is higher.
Hit Points
One-half the Mage's total, rounded down.
Action Points
A familiar cannot gain or spend action points, and a Mage cannot spend an
action point through his familiar.
Attacks
Use the Mage's base attack bonus. Use the familiar's Dexterity modifier or
Strength modifier, whichever is greater, to determine the familiar's melee attack
bonus with unarmed attacks. Damage equals that of a normal creature of its
type.
Saving Throws
The familiar uses the Mage's base saving throw bonuses if they're better than the
familiar's. The familiar uses its own ability modifiers to saves, and does not enjoy
other bonuses that the Mage may have (such as from feats).
Skills
For each skill, use either the normal skill ranks for a creature of its type or the
Mage's skill ranks, whichever is better.
In either case, the familiar uses its own ability modifiers. Regardless of a
familiar's total skill modifiers, some skills may remain beyond the ability of the
familiar to perform (such as Craft, for instance).
Familiar Special Abilities
Familiars have special abilities, or impart abilities to their Mages, depending on
the level of the Mage.
Natural Armor (Ex)
This number represents a bonus to the familiar's existing natural armor bonus to
Defense. Add the given value directly to the familiar's Defense. It represents a
familiar's preternatural toughness.
Familiar's Intelligence (Ex)
The familiar's Intelligence score. (Normal creatures of its type have a much lower
Intelligence score.)
Alertness (Ex)
The presence of a familiar sharpens its master's senses. While the familiar is
within 5 feet, the Mage gains the Alertness feat.
Share Spells (Su)
At the Mage's option, he may have any spell he casts on himself also affect his
familiar. The familiar must be within 5 feet at the time. If the spell has a duration
other than instantaneous, the spell stops affecting the familiar if the creature
moves farther than 5 feet away. The spell's effect is not restored even if the
familiar returns to the Mage before the duration would otherwise have ended.
Additionally, the Mage may cast a spell with a target of you on his familiar (as a
touch range spell) instead of on himself. The Mage and the familiar can share
spells even if the spells normally do not affect creatures of the familiar's type
(magical beast).
Empathic Link (Su)
The Mage has an empathic link with the familiar out to a distance of up to 1 mile.
The Mage can't see through the familiar's eyes, but the two of them can
communicate telepathically. Note that the relatively low Intelligence of a low-level
Mage's familiar limits what it is able to communicate or understand, and even
intelligent familiars see the world differently from humans.
Touch (Su)
The familiar of a Mage who is 3rd level or higher can deliver touch spells for him.
When the mage casts a touch spell, he can designate his familiar as the toucher.
(The Mage and the familiar have to be in contact at the time of casting.) The
familiar can then deliver the touch spell just as the Mage could. As normal, if the
Mage casts another spell, the touch spell dissipates.
Improved Evasion (Ex)
If a familiar is subjected to an attack that normally allows a Reflex saving throw
for half damage, the familiar takes no damage if it makes a successful saving
throw and half damage even if the saving throw fails.
Speak with Familiar/Speak with Master (Ex)
A Mage of 5th level or higher and his familiar can communicate verbally as if
they were using a common language. Other creatures do not understand the
communication without magical help.
Speak with Animals of Its Type (Ex)
The familiar of a Mage of 7th level or higher can communicate with animals of
approximately the same type as itself: bats and rats with rodents, cats with
felines, ferrets with creatures of the family Mustelidae (weasels, minks, polecats,
ermines, skunks, wolverines, and badgers), hawks and owls with birds, snakes
with reptiles, toads with amphibians. The communication is limited by the
Intelligence of the conversing creatures.
Spell Resistance (Ex)
The familiar of a Mage of 9th level or higher gains spell resistance equal to the
Mage's level + 5.
A familiar is magically Familiar Special Benefit
linked to its master. In Bat +3 bonus on Listen checks
some sense, the Cat +3 bonus on Move Silently checks
familiar and the Mage
Ferret +2 bonus on Reflex saves
who controls it are
practically one being. +3 bonus on Spot checks in
Hawk
That's why, for example, daylight
the Mage can cast a +3 bonus on Spot checks in dusk or
Owl
personal range spell on darkness
a familiar even though Rat +2 bonus on Fortitude saves
normally he can only Snake (Tiny viper) +3 bonus on Bluff checks
cast such a spell on Toad +3 hit points
himself. A familiar is a
magical beast, similar physically to the normal creature it resembles. However, a
familiar grants special abilities to its master, as described below. A special ability
granted by a familiar only applies when the Mage and the familiar are within 1
mile of each other. For all familiar special abilities based on the master's level
count only Mage levels. Any levels from classes other than Mage are not included
in this calculation unless specifically stated otherwise. Depending on what kind
of creature the familiar is, the master gains a special benefit, as summarized on
the above table.
Scribe Scroll
Starting at 2nd level, a Mage can create scrolls from which he or another
spellcaster can cast a scribed spell. You can create a scroll of any spell you
know. Scribing a scroll takes one day. The purchase DC for the raw materials to
scribe a scroll is 13 + the scroll's spell level + the scroll's caster level.
The Mage must also spend experience points to scribe a scroll. The XP cost is
equal to the spell level minus the caster level minus the purchase DC of the raw
materials.
Finally, the Mage makes a Craft (writing) check. The DC for the check is 10 + the
spell level + the caster level of the scroll. If the check fails, the raw materials are
used up but the XP are not spent. The Mage can try scribing the scroll again as
soon as he purchases more raw materials. Any scroll that stores a spell with a
costly material component or an XP cost also carries a commensurate cost. In
addition to the costs derived from the base price, you must expend the material
component or pay the XP when scribing the scroll. A scroll can be written on a
sheet of paper or parchment, or it can be saved as a file on a computer or PDA.
Bonus Feats
At 3rd, 6th, and 9th level, the Mage gets a bonus feat. The bonus feat must be
selected from the following list, and the Mage must meet all the prerequisites of
the feat to select it. Attentive, Archaic Weapons Proficiency, Combat Expertise,
Educated, Frightful Presence, Low Profile, Nimble, Studious.
Brew Potion
At 3rd level, a Mage can create potions, which carry spells within themselves.
The Mage can create a potion of any spell of 3rd level or lower that he knows.
The spell must target a character or characters.
Brewing a potion takes 24 hours. When the Mage creates a potion, he sets the
caster level. The caster level must be sufficient to cast the spell in question and
no higher than the Mage's class level. The caster level has an effect on the
purchase DC of the raw materials to brew the potion, the skill check to create the
potion, the experience point cost to brew the potion, and the DC of a saving
throw (if applicable) to resist the effect of the potion. The purchase DC for the
raw materials to brew a potion is 15 + the potion's spell level + the potion's
caster level. The Mage must also spend experience points to brew a potion. The
XP cost is equal to the spell level minus the caster level minus the purchase DC
of the raw materials. Finally, the Mage makes a Craft (chemical) check. The DC
for the check is 10 + the spell level + the caster level of the potion.
If the check fails, the raw materials are used up but the XP are not spent. The
Mage can try brewing the potion again as soon as he purchases more raw
materials. When a Mage creates a potion, he makes any choices that he would
normally make when casting the spell. Whoever drinks the potion is the target of
the spell. Any potion that stores a spell with a costly material component or an
XP cost also carries a commensurate cost. In addition to the raw materials cost,
the Mage must expend the material component or pay the XP when creating the
potion.
Scribe Tattoo
At 4th level, a Mage can create tattoos on his body or someone else's. Tattoos
function similarly to scrolls, and are created in the same way (see the scribe
scroll ability), except that the pertinent skill is Craft (visual arts).
Spell Mastery
At 5th and 8th level, a Mage gains the spell mastery ability. Each time, the Mage
chooses a number of spells that he already knows equal to his Intelligence
modifier. From that point on, the Mage can prepare these spells without referring
to a spellbook. The Mage is so intimately familiar with these spells that he
doesn't need a spellbook to prepare them anymore.
Combat Casting
At 7th level, a Mage becomes adept at casting spells during combat. He gets a
+4 bonus on Concentration checks made to cast a spell while on the defensive.
Maximize Spell
At 10th level, a Mage learns to cast some of his spells to maximum effect. All
variable, numeric effects of a maximized spell automatically achieve their
maximum values. A maximized spell deals the most possible points of damage,
affects the maximum number of targets, and so forth, as appropriate. Saving
throws and opposed checks are not affected. Spells without random variables
are not affected. When a maximized spell is prepared, it is treated as a spell of
three levels higher than the spell's actual level. Therefore, a Mage can only
maximize 0-, 1st-, or 2nd-level spells, a maximized 1st-level spell is treated as a
4th-level spell when you decide what spells the Mage will have available for the
coming day, so it limits the number of other 4th-level spells the Mage can
prepare. Likewise, a maximized 2nd-level spell is treated as a 5th-level spell.

Marksman
The Marksman is a kind of combatant
specialized in the operations of
longarms. Their strengths are their
precision and focus, but they lack the
speed and agility of other more
traditional combatants. A Marksman
prefers to stay hidden and take out his
enemy from afar. As a character, the
Marksman tends to play a supporting
role to the rest of the team, preferring
to be away from the most dangerous
parts of the action and providing
needed covering fire as well as being
able to offer tactical advice.
The fastest way to the Marksman
Advanced Class is through the
Dedicated Hero basic class though
other paths are possible.

Requirements
To qualify to become a Marksman, a character must fulfill the following criteria.
Skills: Knowledge (tactics) 6 ranks, Listen 6 ranks, Spot 6 ranks.
Feat: Far Shot, Dead Aim
Class Information
Hit Die; The Marksman gains 1d6 hit points per level.
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +2 Improved Dead Aim+3, Lay of the Land +0 +0
2nd +1 +0 +3 +3 Improved Far Shot +1 +0
3rd +2 +1 +3 +3 Bonus Feat +1 +0
4th +3 +1 +4 +4 Improved Dead Aim+4, Massive Shot +2 +1
5th +3 +1 +4 +4 Center Mass +2 +1
6th +4 +2 +5 +5 Bonus Feat +3 +2
7th +5 +2 +5 +5 Improved Dead Aim+5 +3 +2
8th +6 +2 +6 +6 Windage +4 +2
9th +6 +3 +6 +6 Bonus Feat +4 +3
10th +7 +3 +7 +7 Critical Shot +5 +3
Action Points: 6 + one-half character level, rounded down, every time the
Marksman attains a new level in this class.
Class Skills
The Marksman's class skills (and the key ability for each skill) are: Balance (Dex),
Climb (Str), Concentration (Con), Craft (electronic, mechanical) (Int), Drive (Dex),
Hide (Dex), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Spot (Wis).
Skill Points at Each Level: 5 + Int modifier.
Class Features
The Following Pertain to the Marksman class.
Improved Dead Aim
Using breathing techniques, impeccable timing, and finely honed skill, the
Marksman has mastered the art of careful aim. When the Marksman reaches 1st
level, the circumstance bonus he gains when using the Dead Aim feat increases
to +3. At 4th level the Marksman's benefit from the Far Shot feat is increased to
+4. At 7th level it increases a final time to +5.
Lay of the Land
The Marksman is an expert at selecting the right spot. Before making a Hide
check the Marksman can make a Knowledge (tactics) check to find a suitable
spot to lay wait for his targets. If the check is a success the hiding spot will be of
such high quality that it will grant the Marksman a +2 circumstance bonus on
Hide checks made and a +1 bonus on the first attack roll he makes from this
hiding place. The DC depends on the environment: An arboreal or urban
environment with rich topography is a DC 15 check, a desert, tundra, parking lot
or other flat environment would be a DC 20 check, while a small uncluttered
environment - like a hotel room, maybe as high as DC 25 check. The GM should
decide the exact DC according to the situation. The Marksman can only attempt
the Knowledge check once, if he fails he cannot find any such hiding spot in the
environment. This does not prevent him from making Hide check, merely from
getting the special Lay of the Land bonuses.
Improved Far Shot
The Marksman is an expert at hitting a target at extreme range. When a 2nd-
level or higher Marksman uses a firearm or archaic ranged weapon (such as a
bow), its range increment is doubled. (This benefit does not stack with the
increase in range increment from the Far Shot feat, but it does stack with
increases from scopes or other equipment.) This ability has no effect on thrown
weapons.
Bonus Feats
At 3rd, 6th, and 9th level, the Marksman gets a bonus feat. The bonus feat must
be selected from the following list, and the Marksman must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Burst Fire,
Dodge, Double Tap, Precise Shot, Quick Draw, Quick Reload, Shot on the Run,
Skip Shot, Stealthy, Strafe, Weapon Focus.
Massive Shot
Professional marksmen are trained to deliver particularly deadly shots. When the
Marksman succeeds on an attack with a ranged weapon using the Dead Aim
class feature and deals damage that exceeds the target's massive damage
threshold, the DC for the Fortitude save increases by the Marksman's level in this
prestige class. For example, when a 6th-level Marksman deals massive damage
with a ranged weapon, the DC for the save is 15+6, or 21.

Center Mass
At 5th level, the Marksman gains the ability to hit targets that others would miss.
When the Marksman uses the Dead Aim feat, the cover bonus to the target's
Defense is reduced by 4 (minimum +0).
Windage
The Marksman is skilled at correcting his aim. If an 8th-level or higher Marksman
using the Dead Aim feat misses his target, he may spend 1 action point to reroll
the attack, gaining a +1 bonus on the second attack roll. This second roll is
made at the same base attack bonus as the first roll, and all bonuses or
penalties that applied to the first roll also apply to the second. This second roll
does not count as a second attack. However, the windage ability expends twice
as much ammunition as the attack would normally require, so it can be used only
if the weapon contains sufficient ammunition.

Critical Shot
The Marksman is a master at dropping a target with a single shot. A 5th-level
Marksman using the Dead Aim feat with a Large or larger firearm may attempt
an automatic critical hit with his attack. The attempt requires a full-round action
(in addition to the full-round action required for lining up the shot) and the
expenditure of 1 action point. The Marksman takes a -8 penalty on the attack
roll, but if the attack is successful, it is automatically a critical hit. The natural roll
does not have to be within the weapon's threat range, and the Marksman does
not have to roll to confirm the critical hit.

Martial Artist
Requirements
To qualify to become a Martial Artist, a character must fulfill the following criteria.
Base Attack Bonus: +3
Skill: Jump 3 ranks.
Feat: Combat Martial Arts, Defensive Martial Arts.
Class Information
Hit Die
The Martial Artist gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the martial artist attains a
new level in this class.
Class Skills
The Martial Artist’s class skills (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (current events, popular culture, theology and philosophy) (Int), Move
Silently (Dex), Perform (dance) (Cha), Profession (Wis), Read/Write Language
(none), Speak Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +0 +2 +0 Living weapon 1d6 +1 +0
2nd +2 +0 +3 +0 Flying kick +2 +0
3rd +3 +1 +3 +1 Bonus feat +2 +0
4th +4 +1 +4 +1 Living weapon 1d8 +3 +0
5th +5 +1 +4 +1 Iron fist (one attack) +4 +1
6th +6 +2 +5 +2 Bonus feat +4 +1
7th +7 +2 +5 +2 Flurry of blows +5 +1
8th +8 +2 +6 +2 Living weapon 1d10 +6 +1
9th +9 +3 +6 +3 Bonus feat +6 +2
10th +10 +3 +7 +3 Iron fist (all attacks) +7 +2
The following features pertain to the Martial Artist advanced class.
Living Weapon
The Martial Artist attacks with either fist interchangeably, or even with elbows,
knees, and feet. This means that the Martial Artist may even make unarmed
strikes when his or her hands are full, and there is no such thing as an off-hand
attack for a Martial Artist striking unarmed. The Martial Artist also deals more
damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of
damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th
level, it increases to 1d10. This is an increase to Combat Martial Arts damage;
this has no effect on Brawl.
Flying Kick
Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating
flying kick to an opponent. At the end of this charge, the martial artist adds his or
her class level as a bonus to the damage he or she deals with an unarmed strike.
Bonus Feats
At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat. The bonus feat
must be selected from the following list, and the Martial Artist must meet all the
prerequisites of the feat to select it. Acrobatic, Advanced Combat Martial Arts,
Archaic Weapons Proficiency, Combat Reflexes, Combat Throw, Elusive Target,
Exotic Melee Weapon Proficiency, Improved Combat Throw, Improved Combat
Martial Arts, Unbalance Opponent.
Iron Fist
At 5th level, a Martial Artist gains the ability to spend 1 action point to increase
the damage he or she deals to a single opponent with a single unarmed strike.
The martial artist declares the use of the action point after making a successful
unarmed strike. The result of the action point roll is added to the damage roll for
that attack. At 10th level, this ability improves. The Martial Artist now adds the
result of the action point roll to all successful attacks he or she makes in a
round.
Flurry of Blows
At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the
expense of accuracy. The Martial Artist must be unarmored to use this talent,
and he or she must make unarmed strikes to gain the benefit. With a flurry of
blows, the Martial Artist may make one extra attack in a round at his or her
highest base attack bonus. This attack and each other attack made in the round
take a -2 penalty. This ability can only be used when taking the full attack action.
The penalty applies to all attacks for one full round, including attacks of
opportunity.

Necromancer
The Necromancer, as the name implies, is an unseemly form of sorcerer whose
spells deal with the raising of the dead and the summoning and control of
various undead creatures for his purposes. Though a Necromancer is not
necessarily an evil sorcerer most do not think that the reanimation of the dead is
ethically correct. Necromancers are therefore forced to study in secret, in the few
areas of the Elysium Nebula where there practices are not outlawed. Long hours
of study in dank mausoleums make their skin pale and corpselike, and their
figure, skeletal. Most people shun them for their peculiar looks and ways, but
none doubt the power of the Necromancer, for it is the stuff of nightmares.

Requirements
To qualify to become a Necromancer, a character must fulfill the following
criteria.
Skills; Decipher Script 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks,
Knowledge (Arcane Lore) 6 ranks.
Feat: Arcane Skills
Class Information
Hit Die
The Necromancer gains 1d4 hit points per level
Action Points
6 + one-half character level, rounded down, every time the Necromancer attains
a new level in this class.
Class Skills
The Necromancer's class skills (and the key ability for each skill) are: Craft (visual
arts, writing) (Int), Decipher Script (Int), Drive (Dex), Escape Artist (Dex), Forgery
(Int), Investigate (Int), Knowledge (arcane lore, earth and life sciences, history,
theology and philosophy) (Int), Profession (Wis), Read/Write Language (none),
Research (Int), Sleight of Hand (Dex), Speak Language (none), Use Magic Device
(Cha).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Speak to Dead +0 +1
2nd +1 +0 +0 +3 Unholy Infliction +1 +1
3rd +1 +1 +1 +3 Bonus Feat +1 +2
4th +2 +1 +1 +4 Skeletal Minion +2 +2
5th +2 +1 +1 +4 Drain Soul +2 +3
6th +3 +2 +2 +5 Bonus Feat +3 +3
7th +3 +2 +2 +5 Animate Zombies +3 +4
8th +4 +2 +2 +6 Recall Soul +4 +4
9th +4 +3 +3 +6 Bonus Feat +4 +5
10th +5 +3 +3 +7 Animate Wraiths +5 +5

The following features pertain to the Necromancer advanced class.


Speak to Dead
Three times per day the Necromancer may attempt to speak with a corpse. The
corpse need not be freshly dead but must have its head, jaws and lungs intact to
be able to produce some kind of sound. The corpse's soul will have long since
departed - the Necromancer is not truly communing with the being it once was,
but is rather communicating with the eldritch energy that still lies deep in the
lifeless bones and retains some basic memories of its past life. The corpse can
answer basic questions about who it was and how it died, but may not remember
intricate details about its life. How detailed a response is given to the
Necromancer's questions are at the GM's discretion. As a rule of thumb dead
souls are treated as having an Int score of 6. Speaking with the Dead requires a
30 minute long ritual during which fell runes are carved out into the dead flesh of
the corpse. There is no chance of failure - though there is a risk that the corpse
will not remember the information the Necromancer is seeking.
Unholy Infliction
The Necromancer learns to pour negative energy into a target by touching it. On
a successful unarmed touch attack the Necromancer deals 1d8 points of
negative energy damage plus 1 point of negative energy damage per level of
Necromancer. At 6th level this increases to 2d8 points of damage plus 1 point
per Necromancer level and at 10th level this increases to 3d8 points of damage
plus 1 point per Necromancer level. Targets that are of the undead type are
healed by this damage instead of injured.
Bonus Feats
At 3rd, 6th, and 9th level, the Necromancer gets a bonus feat. The bonus feat
must be selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it. Alertness, Attentive, Confident, Defensive
Martial Arts, Focused, Frightful Presence, Iron Will, Medical Expert, Personal
Firearms Proficiency, Point Blank Shot, Studious.
Skeletal Minion
As a full round action the Necromancer can aim his finger at a target corpse
within 20 feet. The skin will slough of the corpse rapidly and it will rise as a
skeletal minion. The Necromancer can only target small, medium, or large sized
corpses in this way and they will always animate as a skeletal minion of the
appropriate size. The Necromancer cannot have more HD of Undead Creatures
than he has levels of Necromancer. Dead skeletal minions are not appropriate
targets for this spell, nor are Elementals, Constructs, Dragons or even unusual
aliens of the Aberration or Alien Beast types. Dead humans, elves, dwarves,
kobolds and ogres are all appropriate corpses.
Small Skeleton Medium Skeleton Large Skeleton
Drain HD 1d6 1d12 2d12
Soul Int +5 +5 +5
Drain Speed 30ft 30ft 40ft
Soul is a Defense 13(+1s,+1dex,+1nat) 13(+1dex, +1nat) 13(-1s,+1dex,+3nat)
spell-like Full Attack Claw +0m 1d3-1 Claw +0m 1d4 Claw 1d6+2
ability Space/Reach 2.5ft/2.5ft 5ft/5ft 10ft/10ft
that is a SQ Undead Qualities Undead Qualities Undead Qualities
ranged Saves F +0, R +1, W +2 F +0, R +1, W +2 F +0, R +1, W +3
spell Abilities S8, D12, C-, S10, D12, C-, S14, D12, C-,
attack I-, W10, C1 I-, W10, C1 I-, W10, C1
that fires Feats Improved Initiative Improved Initiative Improved Initiative
a blood
red beam of energy that slowly absorbs the soul of a foe into the Necromancer.
The Necromancer makes a ranged attack to hit with it. If it hits the Necromancer
deals 1d4 points of damage to the target and gains that amount of hit points
himself. Each successive round the Necromancer may pass a DC 15
Concentration check to keep the beam up (doing so is an attack action) if he
successfully does so he deals 1d4 hit points and gains that amount himself. The
beam can be interrupted when a wall or other thick object comes between the
Necromancer and his target, or if the Necromancer is attacks and fails a DC 15
Concentration check, or if another character jumps in the path of the beam -
though this will merely have the effect of changing the target of the beam and
will not actually end the spell. Any target killed by Drain Soul will come back as a
Skeleton Minion at 5th and 6th level, as a Zombie at 7th to 9th level or as a
Wraith at 10th level. Drain soul can be used three times per day or additional
times through the expenditure of an action point.
Animate Zombies
At 7th level the Necromancer gains the ability to use dead corpses to summon a
more powerful undead creature called a zombie. A zombie still has his flesh in
tact and is driven be a desire to feast on the flesh of the living. They can take
more complex commands than a skeleton and are more likely to have
fragmented memories of their past lives. Necromancers lack the ability to make
zombies of Large and Small size (and are instead forced to create Skeletons of
creatures that are not medium-size even at level 7) unless the GM chooses to
decide house rules for this. Instead the basic zombie creature is called a Ghoul.
Any humanoid that has either no class levels or Ordinary class levels will come
back as a ghoul. A humanoid that has Heroic levels will instead come back as a
more powerful zombie creature called a Ghast. Summoning a Ghoul or Ghast is a
full round action and can be done only once per day. The Necromancer can do
this an additional time per day by using an action point or alternately by killing a
target with Drain Soul. Remember a Necromancer can never have more Hit Dice
of Undead under his command than he has levels of Necromancer.

Ghoul Ghast
HD 2d12 4d12
Int +2 +3
Speed 30ft 40ft
Defense 14(+2dex,+2nat) 17(+3dex,+4nat)
Full Attack Bite +2m 1d6+1 Bite +5m 1d8+3
Claw +0m 1d3 Claw +3m 1d4+1
Space/Reach 5ft/5ft 5ft/5ft
Special Ghoul Fever, Paralysis Ghoul Fever, Paralysis,
Attacks Stench
Special Darkvision 60ft, Undead Darkvision 60ft, Undead
Qualities Traits, Traits,
+2 Turn Resistance +2 Turn Resistance
Saves F +0, R +2, W +5 F +1, R +4, W +6
Abilities S13, D15, C— S17, D17 ,C—
I13, W14, 12 I13,W14, C16
Skills Balance +6, Climb +5, Hide Balance +7, Climb +9, Hide
+6, Jump +5, Move Silently +8,
+6, Spot +7 Jump +9,Move Silently +8,
Spot +8
Feats Multiattack Multiattack, Personal
Firearms
Ghoul Fever (Su)
Disease - bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and
1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex)
Those hit by a ghoul or ghast bite or claw attack must succeed on a DC 15
Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by
this paralysis. The save DC is Charisma-based.
Stench (Ex)
The stink of death and corruption surrounding these creatures is overwhelming.
Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be
sickened for 1d6+4 minutes. A creature that successfully saves cannot be
affected again by the same ghast's stench for 24 hours. A delay poison or
neutralize poison spell removes the effect from a sickened creature. Creatures
with immunity to poison are unaffected, and creatures resistant to poison receive
their normal bonus on their saving throws. The save DC is Charisma-based.
Recall Soul
Starting at 8th level the Necromancer has the powerful ability to recall the soul of
a living person back into its body. This is effectively a kind of True Resurrection. If
the body is relatively intact the character can actually be brought back to life.
Such a casting draws forth a lot of the Necromancers power and costs him 3
action points. The ritual lasts three hours normally. At the GMs discretion of the
original body has been wasted away over time it may be possible to transmit the
soul of the creature to another host - such as a robot, golem or other body. Such
a casting may be even more costly - say 5 action points.
Animate Wraith
At 10th level the Necromancer gains the ability to summon a powerful undead
creature called a Wraith - which is basically a ghostly incorporeal shadow whose
very touch is deadly. All creatures, regardless of their size, will come back as the
same kind of Wraith. Each Wrath has 5 hit dice and a Necromancer is limited in
number of undead creatures to his levels of Necromancer which is 10 at 10th
level. A Necromancer can only use this ability once per week - though he can
summon Wraiths through the use of his Drain Soul ability as well.

Unnatural Aura (Su) Wraith


Animals, whether wild or HD 5d12
domesticated, can sense the Int +7
unnatural presence of a wraith at
Speed 60ft Fly
a distance of 30 feet. They will
Defense 15(+3dex, +2 deflection)
not willingly approach nearer
Full Attack Slam +5m 1d4 +1d6Con Drain
than that and panic if forced to
do so; they remain panicked as Space/Reach 5ft/5ft
long as they are within that Special Constitution Drain
range. Attacks
Constitution Drain (Su) Special Incorporeal Traits, +2 Turn
Living creatures hit by a wraith's Qualities Resistance,
incorporeal touch attack must Undead Traits, Unnatural Aura
succeed on a DC 14 Fortitude Saves F +1, R +4, W +6
save or take 1d6 points of Abilities S --, D 16, C --,
Constitution drain. The save DC is I 14, W 14, C 15
Charisma-based. On each such Skills Diplomacy +6, Hide +11, Intimidate
successful attack, the wraith +10, Listen +12, Search +10,
gains 5 temporary hit points. Sense Motive +8, Spot +12,
Incorporeal Subtype (Su) Survival +4
An incorporeal creature has no Feats Alertness, Blind Fight, Combat
physical body. It can be harmed Reflexes, Improved Initiative
only by other incorporeal creatures, magic weapons or creatures that strike as
magic weapons, and spells, spell-like abilities, or supernatural abilities. It is
immune to all nonmagical attack forms. Even when hit by spells or magic
weapons, it has a 50% chance to ignore any damage from a corporeal source
(except for positive energy, negative energy, force effects such as magic missile,
or attacks made with ghost touch weapons). An incorporeal creature has no
natural armor bonus but has a deflection bonus equal to its Charisma bonus
(always at least +1, even if the creature's Charisma score does not normally
provide a bonus). An incorporeal creature can enter or pass through solid
objects, but must remain adjacent to the object's exterior, and so cannot pass
entirely through an object whose space is larger than its own. It can sense the
presence of creatures or objects within a square adjacent to its current location,
but enemies have total concealment (50% miss chance) from an incorporeal
creature that is inside an object. In order to see farther from the object it is in
and attack normally, the incorporeal creature must emerge. An incorporeal
creature inside an object has total cover, but when it attacks a creature outside
the object it only has cover, so a creature outside with a readied action could
strike at it as it attacks. An incorporeal creature cannot pass through a force
effect. An incorporeal creature's attacks pass through (ignore) natural armor,
armor, and shields, although deflection bonuses and force effects (such as psi-
shields) work normally against it. Incorporeal creatures pass through and operate
in water as easily as they do in air. Incorporeal creatures cannot fall or take
falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor
can they be tripped or grappled. In fact, they cannot take any physical action that
would move or manipulate an opponent or its equipment, nor are they subject to
such actions. Incorporeal creatures have no weight and do not set off traps that
are triggered by weight. An incorporeal creature moves silently and cannot be
heard with Listen checks if it doesn't wish to be. It has no Strength score, so its
Dexterity modifier applies to both its melee attacks and it’s ranged attacks.
Nonvisual senses, such as scent and blindsight, are either ineffective or only
partly effective with regard to incorporeal creatures. Incorporeal creatures have
an innate sense of direction and can move at full speed even when they cannot
see.

Photomancer
A Photomancer, also called an illusionist, is a master of a unique field of eldritch
science that revolves around the manipulation of light. Light has a number of
unique properties. Its speed in vacuum which is just under 300 million m/s is the
fastest speed possible. It displays both wave and particle like properties. There
are many sources of light. The most common light sources are thermal: a body at
a given temperature emits a characteristic spectrum of black body radiation.
Examples include sunlight, incandescent light bulbs, and glowing solid particles
in flames. Through the manipulation of light Photomancers can, at the most
basic level, simulate visual stimuli - and at their most advanced level simulate
laser bolts.

Illusionists can control visual stimuli and are known for sporting such dramatic art as 'illusory tattoos'
that move all over one's body.

Requirements
To qualify to become a Photomancer, a character must fulfill the following
criteria.
Skills: Craft (Visual Arts) 6 ranks, Knowledge (earth and life sciences) 6 ranks,
Research 6 ranks
Feat: Meticulous, Wild Talent (any)
Class Information
Hit Die: The Photomancer gains 1d6 hit points per level.
Action Points: 6 + one-half character level, rounded down, every time the
Photomancer attains a new level in this class.
Class Skills
The Photomancer's class skills (and the key ability for each skill) are:
Autohypnosis (Wis), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft
(electronic, visual arts), Disguise (Cha), Forgery (Int), Gather Information (Cha),
Intimidate (Cha), Knowledge (behavioral sciences, current events, earth and life
sciences, streetwise, technology) (Int), Profession (Wis), Psicraft (Wis),
Read/Write Language, Repair (Int), Research (Int), Search (Int), Sense Motive
(Wis), Speak Language.
Skill Points at Each Level: 7 + Int modifier.
Class Features

Level BAB Fort Ref Will Special D.B. Rep


1st +0 +0 +0 +2 Light, Holograph +1 +2
2nd +1 +0 +0 +3 Disguise Self +1 +3
3rd +1 +1 +1 +3 Bonus Feat +2 +3
4th +2 +1 +1 +4 Photon Flash +2 +4
5th +2 +1 +1 +4 Invisibility, Improved Holograph +3 +4
6th +3 +2 +2 +5 Bonus Feat +3 +5
7th +3 +2 +2 +5 Living Laser Pistol +4 +5
8th +4 +2 +2 +6 Simulacrum +4 +6
9th +4 +3 +3 +6 Bonus Feat, Advanced Holograph +5 +6
10th +5 +3 +3 +7 Living Laser Rifle +5 +7

The following features pertain to the Photomancer advanced class.


Light
Starting at first level Photomancers gain the ability to light up a 100ft radius
around him. He can light it up quite brightly, but not enough to cause anyone
blindness. A character that has its eyes adjusted to darkness will be dazed for a
turn if the Photomancer uses light if it fails a DC 10 Will save. The ability may
have additional effects to light sensitive creatures. Photomancers can use Light
as a free action any number of times per day.
Holograph
For each round that a Photomancer succeeds on a DC 10 Concentration check
he can maintain a floating holographic image of no greater size than 5 cubic feet.
He can project this image up to 60 feet away. The Holograph looks deceptively
real (Craft [visual arts] opposed by Spot) but it cannot be touched. If the
Photomancer is not being pressed in anyway she can take 10 on these
Concentration checks. At 5th level it improves to a 10 cubic foot holograph that
can emit illusory sound. At 9th level it becomes a 20ft illusory holograph and no
Concentration checks are required to maintain it, so once the illusion is in place
a Photomancer can leave, think about other things and the illusion will stay there
until willfully dismissed. It can perform simple programmed functions (like an
illusion of a guard walking back and forth). A Photomancer can never have more
than one holograph active at a given time.
Disguise Self
Once a Photomancer has mastered the art of using visual stimuli to create
holographic displays she moves on to cleverer uses of her illusions. She can
manipulate the light around her to appear to have a different face than her own.
Using this ability she can disguise her gender, her race and even to some degree
her height and weight. Grossly different looks (like a human simulating an Illithid)
are possible, but components like the tentacles are visual illusions only and if a
character is touched it will give away the disguise. A Photomancer can use this
ability 3 times per day, and additional times through the expenditure of Action
Points. Each time it is used it grants a +10 bonus on disguise checks.
Bonus Feats
At 3rd, 6th and 9th level the Photomancer gains a bonus feat. The bonus feat
must be selected from the following list, and the Photomancer must meet all the
prerequisites of the feat to select it. Action Boost, Blind-Fight, Confident,
Deceptive, Educated, Elusive Target, Frightful Presence, Low Profile, Nimble,
Renown, Trustworthy.
Photon Flash
Starting at 4th level the Photomancer can simulate the effect of a photon
flashbang grenade. This emits a pulse of light intended to blind its targets.
Anyone failing a Reflex save DC 10 + half the Photomancer's level +
Photomancer's Intelligence modifier is blinded for 1d4+1 rounds as described in
the d20 Modern conditions summary. The Photomancer can use this ability 2
times per day, plus additional times through the expenditure of an action point.
Invisibility
Starting at 5th level the Photomancer gains the powerful ability to render herself
or her allies invisible. The creature or object touched becomes invisible,
vanishing from sight, even from darkvision. If the recipient is a creature carrying
gear, that vanishes, too. If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally see invisible things or
you employ some kind of eldritch power to do so. Items dropped or put down by
an invisible creature become visible; items picked up disappear if tucked into the
clothing or pouches worn by the creature. Light, however, never becomes
invisible, although a source of light can become so (thus, the effect is that of a
light with no visible source). Any part of an item that the subject carries but that
extends more than 10 feet from it becomes visible. Of course, the subject is not
magically silenced, and certain other conditions can render the recipient
detectable (such as stepping in a puddle). The spell ends if the subject attacks
any creature. For purposes of this spell, an attack includes any spell targeting a
foe or whose area or effect includes a foe. (Exactly who is a foe depends on the
invisible character's perceptions.) Actions directed at unattended objects do not
break the spell. Causing harm indirectly is not an attack. Thus, an invisible being
can open doors, talk, eat, climb stairs, summon monsters and have them attack,
cut the ropes holding a rope bridge while enemies are on the bridge, remotely
trigger traps, open a blast door to release attack dogs, and so forth. If the subject
attacks directly, however, it immediately becomes visible along with all its gear.
The Photomancer can use this ability once per day and affect a number of
targets equal to her Intelligence modifier plus 1 (for a minimum of 1 target). It
lasts for 1 hour or until the power is ended by performing some attacking action.
The Photomancer can use this additional times per day but each additional use
costs her an Action Point.
Living Laser Pistol
A Photomancer counts as being armed with a Laser Pistol (range 30ft, 2d8
damage, fire damage type) at all times. She can fire laser bolts from the tips of
her fingers as attack actions without draining her of any power. Living Laser
Pistol counts as a weapon like any other for the purposes of firearm related feats
like Double Tap and Point Blank Shot and one can even take such feats as
Weapon Focus and Weapon Specialization in Living Laser Weapon.
Simulacrum
Using a block of ice and dipping into some elemental magic the illusionist can do
some really impressive things. He can create an effective clone of a creature,
one that is even tangible and makes sound as it moves about.
Simulacrum creates an illusory duplicate of any creature. The duplicate creature
is partially real and formed from ice or snow. It appears to be the same as the
original, but it has only one-half of the real creature's levels or Hit Dice (and the
appropriate hit points, feats, skill ranks, and special abilities for a creature of
that level or HD). You can't create a simulacrum of a creature whose Hit Dice or
levels exceed twice your own. You must make a Disguise check when you cast
the spell to determine how good the likeness is. A creature familiar with the
original might detect the ruse with a successful Spot check (opposed by the
caster's Disguise check) or a DC 20 Sense Motive check. At all times the
simulacrum remains under your absolute command. No special telepathic link
exists, so command must be exercised in some other manner. A simulacrum has
no ability to become more powerful. It cannot increase its level or abilities. If
reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts
instantly into nothingness. A complex process requiring at least 6 hours and a
large block of snow or ice (1 cubic foot of it) is needed to create a Simulacrum.
Living Laser Rifle
At 10th level the Photomancer's living weapon improves to become the rough
equivalent of a Laser Rifle. He can shoot bolts of laser from his hands that have
a range increment of 80ft and deal 3d8 points of fire damage.

Psionic Medic
Requirements
To qualify to become a Psionic Medic, a character must fulfill the following
criteria.
Base Attack Bonus: +2
Skill: Treat Injury 6 ranks, Spot 6 ranks.
Feat; Surgery.
Class Information
The following information pertains to the Psionic Medic advanced class.
Hit Die
The Psionic Medic gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Psionic Medic attains
a new level in this class.
Class Skills
The Psionic Medic’s class skills (and the key ability for each skill) are: Computer
Use (Int), Concentration (Con), Craft (pharmaceutical) (Int), Diplomacy (Cha),
Drive (Dex), Knowledge (behavioral sciences, current events, earth and life
sciences, popular culture, technology) (Int), Listen (Wis), Pilot (Dex), Profession
(Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spot
(Wis), Treat Injury (Wis).
Skill Points at Each Level 5 + Int modifier.

Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Medical Specialist +1 +1 +1
2nd +1 +3 +0 +2 Expert Healer +1 +1
3rd +1 +3 +1 +2 Bonus feat +2 +1
4th +2 +4 +1 +2 Medical mastery +2 +2
5th +2 +4 +1 +3 Medical specialist +2 +3 +2
6th +3 +5 +2 +3 Bonus feat +3 +2
7th +3 +5 +2 +4 Minor medical miracle +4 +3
8th +4 +6 +2 +4 Medical specialist +3 +4 +3
9th +4 +6 +3 +4 Bonus feat +5 +3
10th +5 +7 +3 +5 Medical miracle +5 +4

The following features pertain to the Psionic Medic advanced class.


Medical Specialist
The Psionic Medic receives a competence bonus on Treat Injury checks. At 1st
level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.
Expert Healer
At 2nd level and higher, the Psionic Medic’s ability to restore hit points with a
medical kit or surgery kit and a successful use of the Treat Injury skill improves.
In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per
patient’s character level for surgery), the Psionic Medic restores 1 hit point for
every level he or she has in this advanced class.
Bonus Feats
At 3rd, 6th, and 9th level, the Psionic Medic gets a bonus feat. The bonus feat
must be selected from the following list, and the Psionic Medic must meet all the
prerequisites of the feat to select it. Armor Proficiency (light), Armor Proficiency
(medium), Cautious, Defensive Martial Arts, Dodge, Educated, Improved
Initiative, Medical Expert, Personal Firearms Proficiency, Surface Vehicle
Operation, and Vehicle Expert.
Medical Mastery
When making a Treat Injury skill check, a Psionic Medic of 4th level or higher
may take 10 even if stress and distractions would normally prevent him or her
from doing so.
Minor Medical Miracle
At 7th level or higher, a Field Medic can save a character reduced to ?10 hit
points or lower. If the Psionic Medic is able to administer aid within 3 rounds of
the character’s death, he or she can make a Treat Injury check. The DC for this
check is 30, and the Psionic Medic can’t take 10 or take 20. If the check
succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and
be restored to 0 hit points. If the Psionic Medic fails the skill check or the patient
fails the save, the dead character can’t be saved.
Medical Miracle
At 10th level, a Psionic Medic can revive a character reduced to ?10 hit points or
lower. If the Psionic Medic is able to administer aid within 3 minutes of the
character’s death, he or she can make a Treat Injury check. The DC for this
check is 40, and the Psionic Medic can’t take 10 or take 20. If the check
succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and
be restored to 1d6 hit points. If the Psionic Medic fails the skill check or the
patient fails the Fortitude save, the dead character can’t be restored.

Psychomancer
Requirements
To qualify to become a Psychomancer, a character must fulfill the following
criteria.
Skill: Bluff 6 ranks, Diplomacy 6 ranks, and Gather Information 6 ranks.
Feat: Wild Talent
Class Information
The following information pertains to the Psychomancer advanced class.
Hit Die
The Psychomancer gains 1d6 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Psychomancer gains a number of action points equal to 6 + one-half his
character level, rounded down, every time he attains a new level in this class.
Class Skills
The Psychomancer's class skills are as follows: Autohypnosis (Wis), Bluff (Cha),
Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge
(behavioral sciences, current events, popular culture, philosophy and theology)
(Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive
(Wis), Speak Language (none).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Psionic skills, psionic powers +0 +1
2nd +1 +0 +0 +3 Trigger power, psionic powers +1 +1
3rd +1 +1 +1 +3 Bonus feat, psionic powers +1 +1
4th +2 +1 +1 +4 Power crystal, psionic powers +1 +2
5th +2 +1 +1 +4 Trigger power, psionic powers +2 +2
6th +3 +2 +2 +5 Bonus feat, psionic powers +2 +2
7th +3 +2 +2 +5 Combat manifestation, psionic powers +2 +3
8th +4 +2 +2 +6 Trigger power, psionic powers +3 +3
9th +4 +3 +3 +6 Bonus feat, psionic powers +3 +3
10th +5 +3 +3 +7 Maximize power, psionic powers +3 +4

All of the following features pertain to the Psychomancer advanced class.


Psionic Skills
A Psychomancer has access to the following psionic skills. These skills are
considered class skills for the Psychomancer, and he can use his skill points to
buy ranks in them, just like other skills in the game.
Psionic Powers
The Psychomancer’s main strength is his ability to manifest psionic powers.
Psychomancers don’t have spellbooks and they don’t prepare powers ahead of
time. In addition, a Psychomancer can use psionics while wearing armor without
risking the failure of the power. A Psychomancer’s level limits the number of
power points available for manifesting powers. In addition, a Psychomancer must
have a key ability score equal to at least 10 + the power’s level to manifest a
particular power. The Psychomancer’s selection of powers is extremely limited,
although he enjoys ultimate flexibility. At 1st level, a Psychomancer knows three
0-level powers of your choice and one 1st-level power. At each level, the
Psychomancer discovers one or more previously latent powers, as indicated on
the table below. The DC for saving throws to resist a psionic power is 10 + the
power’s level + the Psychomancer’s key ability modifier.
A Psychomancer can manifest a certain ??Powers Discovered by Level??
number of powers per day based on his Level
Pts/Day 0 1 2 3 4 5
available power points. (0-level powers 1st 2 3 1 - - - -
have a special cost; see FX Basics.) He
2nd 3 3 2 - - - -
just pays the power point cost of a power
to manifest it, no preparation necessary. 3rd 4 3 3 - - - -
The base number of power points 4th 7 4 3 1 - - -
available per day is shown on the table 5th 10 4 3 2 - - -
above. This number is improved by bonus 6th 15 4 3 2 1 - -
points determined by the Psychomancer’s 7th 20 5 4 3 2 - -
Charisma score, as shown on the table 8th 27 5 4 3 2 1 -
below. 9th 34 5 4 3 2 2 -
Trigger Power
10th 43 6 4 3 3 2 1
At 2nd, 5th, and 8th level, the
Psychomancer chooses one psionic power Cha Score Bonus Power Points
that he can attempt to manifest for no
12-13 1
power point cost. At each of these levels,
you select one 0-, 1st-, 2nd-, or 3rd-level 14-15 3
power you can use. From that point on, you 16-17 5
can attempt to trigger that power without 18-19 7
paying its cost. To trigger a power, you must 20-21 9
have enough power points to cover the 22-23 11
normal cost of the power manifestation. Then, make an ability check appropriate
to the power. If you succeed at the ability check, the power manifests with no
cost in power points. If the check fails, you pay the power point cost and the
power manifests. DCs for the ability check depend on the level of the power: 0-
level, DC 11; 1st-level, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17.
Bonus Feats
At 3rd, 6th, and 9th level, the Psychomancer gets a bonus feat. The bonus feat
must be selected from the following list, and the Psychomancer must meet all
the prerequisites of the feat to select it. Alertness, Animal Affinity, Attentive,
Blind-Fight, Combat Expertise, Confident, Creative, Deceptive, Educated,
Focused, Frightful Presence, Iron Will, Renown, Stealthy, Studious.
Power Crystal
At 4th level, the Psychomancer can store excess power points in a power crystal
specially attuned to him. Encoding the crystal takes 24 hours and requires a gem
with a purchase DC of 20. When complete, the power crystal is a psionically
charged crystalline stone no more than an inch in diameter. A Psychomancer can
possess no more than one power crystal at a time. A power crystal is imbued with
5 power points when it is created. The Psychomancer can call upon these power
points at any time and use them just as he would his natural power points. Once
the crystal is depleted, the Psychomancer must refill it using up to 5 power
points from his own reserves. A power crystal can be recharged after a
Psychomancer has rested and renewed his own reserves of power points for the
day.
Combat Manifestation
At 7th level, a Psychomancer becomes adept at manifesting psionic powers in
combat. He gets a +4 bonus on Concentration checks to manifest a power while
on the defensive.
Maximize Power
At 10th level, a Psychomancer learns to manifest psionic powers to maximum
effect. All variable, numeric effects of a maximized power automatically achieve
their maximum values. A maximized power deals the most possible points of
damage, affects the maximum number of targets, and so forth, as appropriate.
Saving throws and opposed checks are not affected. Powers without random
variables are not affected. A maximized power costs a number of power points
equal to its normal cost +6.

Quicksilver Alchemist
Alchemy is a science rooted in the eldritch discipline of transmutation. The elves
of Elysium studied alchemy in two distinct
ways. One was a craft, the making of magical
potions, the other was as a physical art,
using the bodies’ natural eldritch energies to
transmute ones-self and the things around
one. This latter sort of alchemy, practiced by
a group of elves who called themselves the
Quicksilver Alchemists, would prove
invaluable during the second Illithid Wars as
Quicksilver Alchemy was about the closest
things the elves had to a Martial Art, and thus
could be exploited for combat. The
Quicksilver Alchemists twin brother is the
War Shifter. Both are warrior-like
transmutational paths however there are
many difference. Quicksilver Alchemists were
originally Elvin whereas War Shifters are mostly Duruki. Additionally Quick Silver
alchemy has less of a focus on changing living properties but rather is the art of
altering the basic elements. The Quicksilver Alchemist alters the chemistry of his
body and of his foes. The quickest path into this advanced class is from the Fast
hero basic class, though other paths are possible, in particular Strong or Tough
heroes whom are both quite physical.
Requirements
To qualify to become a Quicksilver Alchemist, a character must fulfill the
following criteria.
Base Attack Bonus: +2.
Skills: Escape Artist 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks.
Feat: Wild Talent, Nimble
Class Information
Hit Die
The Quicksilver Alchemist gains 1d8 hit points per level.
Action Points
6 + one-half character level, rounded down, every time the Quicksilver Alchemist
attains a new level in this class.
Class Skills
The Quicksilver Alchemist's class skills (and the key ability for each skill) are:
Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex),
Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events,
earth and life sciences) (Int), Profession (Wis), Read/Write Language (none), Ride
(Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +2 +0 Alternate Forms, Boneless Body +1 +0
2nd +1 +2 +3 +0 Enlarge/Reduce +2 +0
3rd +2 +2 +3 +1 Bonus feat +2 +1
4th +3 +2 +4 +1 Liquid Form +3 +1
5th +3 +3 +4 +1 Stone Form +4 +1
6th +4 +3 +5 +2 Bonus feat +4 +2
7th +5 +4 +5 +2 Gaseous Form +5 +2
8th +6 +4 +6 +2 Shape Material +6 +2
9th +6 +4 +6 +3 Bonus feat +6 +3
10th +7 +5 +7 +3 Astral Form +7 +3

The following features pertain to the Quicksilver Alchemist advanced class.

Alternate Forms
As a character gains levels of Quicksilver Alchemist she accrues a number of
alternate forms which she can assume to grant her additional combat or
situational effectiveness. All of these abilities are eldritch or supernatural
abilities and they cannot be used by characters that are considered 'blunt' or
unpsychic. A War Shifter has limited use of its alternate forms. She gets a
number of uses of her Alternate Forms equal to 1 plus her Wisdom modifier
(minimum 1) per day. She can gain additional uses of alternate forms by
expending an Action Point to do so.
Boneless Body
Starting at 1st level the Quicksilver Alchemist is completely double-jointed. He
gets a +10 bonus on Escape Artist checks as he can bend his body in unnatural
ways. This is not an alternate form - it is an immutable natural property of the
Alchemist and applies whether or not she is blunt.
Enlarge/Reduce
As a use of Alternate Form the Quicksilver Alchemist can become one size
category larger or smaller than she currently is. This size change can be stacked
with another alternate form - such as Stone Form. Enlarge causes instant growth
of the Alchemist, doubling her height and multiplying her weight by 8. This
increase changes the Alchemist's size category to the next larger one. The
Alchemist gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a
minimum of 1), and a -1 penalty on attack rolls and Defense due to her
increased size. A humanoid creature whose size increases to Large has a space
of 10 feet and a natural reach of 10 feet. This spell does not change the target's
speed. If insufficient room is available for the desired growth, the creature
attains the maximum possible size and may make a Strength check (using its
increased Strength) to burst any enclosures in the process. If it fails, it is
constrained without harm by the materials enclosing it. All equipment worn or
carried by a creature is similarly enlarged by the effect. Melee and thrown
weapons affected by this spell deal more damage (increasing by one size
category). Firearms or magical equipment do not gain benefits from this size
increase. Reduces causes the opposite; instant diminution of a Quicksilver
Alchemist, halving her height, length, and width and dividing her weight by 8. This
decrease changes her size category to the next smaller one. The Alchemist gains
a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1),
and a +1 bonus on attack rolls and Defense due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2
feet and a natural reach of 0 feet (meaning that it must enter an opponent's
square to attack). A Large humanoid creature whose size decreases to Medium
has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the
target's speed. All equipment worn or carried by a creature is similarly enlarged
by the effect. Melee and thrown weapons affected by this spell deal less damage
(decreasing by one size category). Firearms or magical equipment do not suffer
penalties from this size decrease.
Bonus Feats
At 3rd, 6th, and 9th level, the Quicksilver Alchemist gets a bonus feat. The bonus
feat must be selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it. Acrobatic, Athletic, Brawl, Cautious, Dodge,
Improved Brawl, Improved Damage Threshold, Improved Knockout Punch,
Knockout Punch, Mobility, Spring Attack, Streetfighting, Toughness.
Liquid Form
Starting at 4th level, the Quicksilver Alchemist can become a pool of liquid. This
allows it to slide 20ft per round across an even surface - sliding half that speed
upwards (no more than a 45 degree angle) or downwards twice that speed. In
liquid form the alchemist can pass through grates, sieves and other unlikely
passages. In liquid form the Quicksilver Alchemist takes double damage from fire
and heat based attacks.
Its material armor (including natural armor) becomes worthless, though its size,
Dexterity, deflection bonuses, and armor bonuses from force effects still apply.
The subject becomes immune to poison and critical hits. It can't attack while in
gaseous form. The subject also loses supernatural abilities while in liquid form.
Stone Form
Starting at 5th level the Quicksilver Alchemist can assume stone form as an
optional alternate form. Stone form turns the outer layers of the Alchemist's skin
to solid stone or metal. This gives the Alchemist a Hardness of 5 + the
Alchemist's current level (max 15). Hardness is not ignored by magical or eldritch
attacks, but can be ignored by a Strong Hero's ignore hardness talent.
Gaseous Form
At 7th level, a Quicksilver Alchemist can turn his body into a gas. The Quicksilver
Alchemist and all its gear become insubstantial, misty, and translucent. Its
material armor (including natural armor) becomes worthless, though its size,
Dexterity, deflection bonuses, and armor bonuses from force effects still apply.
The subject gains damage reduction 10/magic and becomes immune to poison
and critical hits. It can't attack while in gaseous form. The subject also loses
supernatural abilities while in gaseous form. A gaseous creature can't run, but it
can fly at a speed of 10 feet (maneuverability perfect). It can pass through small
holes or narrow openings, even mere cracks, with all it was wearing or holding in
its hands, as long as the spell persists. The creature is subject to the effects of
wind, and it can't enter water or other liquid. It also can't manipulate objects or
activate items, even those carried along with its gaseous form. Continuously
active items remain active, though in some cases their effects may be moot.
Shape Material
In 2 hours of manipulation, the Quicksilver Alchemist can form an existing piece
of stone, metal or wood into any shape that suits her purpose. While it's possible
to make crude coffers, doors, and so forth with shape material, fine detail isn't
possible. There is a 30% chance that any shape including moving parts simply
doesn't work.
Astral Form
At 10th level the Quicksilver Alchemist achieves a sort of semi-solid superform.
This looks like a semi-transparent gelatin that becomes hard as adamantium or
soft as jelly as necessary. While in Astral Form the Quicksilver Alchemist can
swap to liquid form at will and back without treating it as a use of Alternate Form.
The Astral Form can grow spiky horns that deal 1d10 points of piercing or
slashing damage in close combat. The form has no vulnerable areas and is
immune to critical hits or the effects of massive damage. The form also grants
damage reduction 10/magic. Finally targets struck by a Quicksilver Alchemist in
Astral Form run the risk of being petrified (turned to stone). Anyone struck must
pass a Fortitude save with a DC equal to the damage dealt by the Quicksilver
Alchemist or be turned permanently to stone. Only a powerful Nullify Power effect
will cancel such petrifaction.
Roboticist
A roboticist is a very specialized sort of engineer that has mastered the
fundamentals of three distinct
engineering realms: the mechanical
engineering required for building
constructs that are able to replicate
the sort of physical locomotion
displayed by humans and other
organic creatures; the electrical
engineering required for wiring such
constructs such that all of their parts
move in a correct way to walk and
move like their organic counterparts;
and finally the software engineering
required for advanced artificial
intelligence. In short a roboticist is an
expert in making robots; intelligent
constructs that range from a cleaner
bot to help around the spaceship to
truly sentient companions that one
might say the Roboticist has fathered.
Robot roboticists are particularly
important individuals because, in a
sense, they are the only kind of robot
that can effectively ‘propagate the
species’ – if one can call robots as
such.
The fastest way to the Roboticist
Advanced Class is through the Smart
Hero basic class though other paths
are possible.

Requirements
To qualify to become a Roboticist, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, Craft (mechanical) 6
ranks.
Class Information
The following information pertains to the Roboticist advanced class.
Hit Die: The Roboticist gains 1d6 hit points per level.
Action Points: 6 + one-half character level, rounded down, every time the
Roboticist attains a new level in this class.
Class Skills
The Roboticist’s class skills (and the key ability for each skill) are: Computer Use
(Int), Craft (electronic, mechanical) (Int), Demolitions (Int), Disable Device (Int),
Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical
sciences, popular culture, technology) (Int), Navigate (Int), Profession (Wis),
Read/Write Language (none), Repair (Int), Research (Int), Speak Language
(none), Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.

Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Build Drone +1 +0
2nd +1 +0 +0 +3 Extreme Machine +1 +0
3rd +1 +1 +1 +3 Bonus Feat +2 +1
4th +2 +1 +1 +4 Robot Sympathy +2 +1
5th +2 +1 +1 +4 Aramture Robots +3 +1
6th +3 +2 +2 +5 Bonus Feat +3 +2
7th +3 +2 +2 +5 Parts Trader +4 +2
8th +4 +2 +2 +6 Mastercraft +4 +2
9th +4 +3 +3 +6 Bonus Feat +5 +3
10th +5 +3 +3 +7 Construct Biodroid +5 +3

The following features pertain to the Roboticist advanced class.

Build Remote Robot


A Roboticist of 1st level or higher can build
remote-controlled robots called Size Craft DC Purchase
DC
drones that are Tiny or Diminutive in size. At 5th Diminutive 15 18
level he is able to make small and medium sized
drones and at 8th level he is able to make large Tiny 12 15
and larger drones. These drones serve as the Small 12 15
Roboticist’s eyes, ears, or hands out to a
predetermined distance away from the Medium 13 17
character when the Roboticist wants to use one Large 15 19
of the following skills: Computer Use,
Demolitions, Disable Device, Listen, Repair, or Huge 17 21
Spot. The Roboticist must have at least 1 rank in Colossal 19 23
the skill that he wants to
program into the drone. The Component Craft Purchase
Roboticist can only control DC DC
one drone at a time, and Frame Shape1
only one of his drones can
be active at any time. Follow Wheels +1 +1
these steps to build a drone. Tracks +2 +2

Frame and Speed Multiple Legs +3 +3


Wheels Bipedal +4 +4
Wheels are somewhat more
effective than treads on level Hover Pad +5 +5
ground, but the robot moves Flight +6 +6
at half speed when
navigating poor surface Burrow +7 +7
conditions. Most wheeled Swim +10 +10
robots have four, six, or eight
wheels. Robots with wheels Manipulators3
cannot jump or swim. Pincers +2 +2
Base Speed: 20 feet.
Hand +3 +3
Advanced Hand +4 +4
Task Hand +5 +5
External Components2
A/V Sensors Basic (requires lights) +1 +1
A/V Sensors Infrared (requires IR lights) +2 +2
Proximity Sensors +4 +4
Treads
The robot is equipped with a pair of tank-like treads that allow it to roll along over
most terrain without significant difficulties. It can negotiate reasonably shallow
steps, but stairs are beyond its abilities.
Robots with treads cannot jump or swim.
Base Speed: 20 feet.
Bipedal Legs
The robot is bipedal, walking on two legs as well as a human. Only robots
equipped with legs can jump.
Base Speed: 15 feet.
Multiple Legs
The robot has three or more mechanical legs that allow it to walk, after a fashion.
The robot moves at half speed when navigating obstructions, stairs, or poor
surface conditions. Only robots equipped with legs can jump.
Base Speed: 15 feet.
Hoverpad
The robot takes in air through a vent and forces it out beneath itself, allowing it
to hover about an inch off the ground. It handles poorly and moves at half speed
over poor surface conditions.
Base Speed: Fly 30 feet (poor)
Rotor
The robot is equipped with a rotor, like a helicopter’s. It doesn’t move as quickly
as a robot equipped with an air propeller, but it can hover without falling.
Base Speed: Fly 30 feet (poor).
Thruster
Thrusters use a miniature impulse engine to produce a stream of high-energy
particles, contained and directed by magnetic fields. The exhaust is hot, but not
dangerously so. Thrusters enable the robot to fly and hover.
Base Speed: Fly 30 feet (poor).
Burrow:
The robot has a drill on the front and earth moving equipment running through
the machine. This allows the robot to move through earth, snow, ice, or any like
substance.
Base Speed: Burrow 20ft
Swim:
Allows the robot to move through liquids. The robot must be made waterproof
and is included in the purchase DC.
Base Speed: Swim 30ft
Manipulators
Pincer
A pincer is a two-fingered, claw like appendage that focuses all the grip strength
on a pair of opposed surfaces, rather like a pair of tongs. Pincers allow the robot
to manipulate and lift objects without much difficulty, but objects specifically
made for humanoid hands (like firearms) are usually beyond the pincers’ ability
to operate. At the GM’s discretion, tasks involving manual dexterity suffer a –4
penalty for a robot equipped with pincers.
Hand
A hand is a step up from a claw, in that it has more digits— usually three or four,
total. Hands are a bit more adaptable as well, imposing only a – 2 penalty w hen
attempting tasks involving manual dexterity.
Advanced Hand
Advanced hands are essentially the same in structure as human hands, though
some might have additional fingers for specialized work. Advanced hands suffer
no penalties when attempting tasks involving manual dexterity.
Task Hand
Task hands function just like advanced hands, except that they are equipped
with additional joints and often with additional or telescoping digits, enabling
them to multitask, as well as to spread the robot’s grip strength over a slightly
wider area. A robot with a task hand gains a +1 equipment bonus on Climb,
Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair,
Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if
the robot has two or more task hands. At the GM’s discretion, the robot can gain
this bonus when attempting certain Perform checks as well.
Armour
Installing integrated armor on a robot requires investing an amount of time
determined by the robot’s size: Colossal 24 hours, Gargantuan 12 hours, Huge 6
hours, Large 3 hours, Medium-size 2 hours, Small 1 hour, Tiny or smaller 30
minutes. Integrated armor can be removed in half the time with a successful
Repair check (DC 20).
Duraplastic Armour
Duraplastic armor is made of advanced plastic polymers, like carbon fiber and
high-grade fiberglass. Although relatively cheap and light, it doesn’t offer
tremendous protection.
Equipment Bonus: +3.
Speed Penalty: None.
Purchase DC: 5
Restriction: None.
Alumisteel Armour
This easy-to-acquire alloy is lightweight and reasonably strong.
Equipment Bonus: +5.
Speed Penalty: –5 feet.
Purchase DC: 8
Restriction: None.
Resilium Armour
Resilium is more malleable alloy than duralloy, although not as strong.
Equipment Bonus: +6.
Speed Penalty: None.
Purchase DC: 12
Restriction: None.
Neovulcanium Armour
Similar to duralloy, neovulcanium uses plasma-forging techniques to create an
alloy of unparalleled resilience.
Equipment Bonus: +7.
Speed Penalty: –5 feet.
Purchase DC: 15
Restriction: None.
Duralloy Armour
Duralloy armor is harder, heavier, and more durable than alumisteel.
Equipment Bonus: +8.
Speed Penalty: –10 feet.
Purchase DC: 15
Restriction: None.
Megatanium Armour
Sandwiched layers of crystal carbon and neovulcanium held in a magnetic
matrix, megatanium represents the apex of robot armor. It is exceedingly hard
and durable. A special license is required to buy the synthetic substances
required to blend megatanium.
Equipment Bonus: +9.
Speed Penalty: –10 feet.
Purchase DC: 25
Restriction: Licensed (+1).
Craft Sensors
Robots are unable to perceive their surroundings without a sensor system of
some kind. Without sensors, they are effectively blind and deaf, and they suffer
penalties on certain checks—if they can attempt them at all.
Sight: A robot without visual sensors suffers a –4 penalty on all skill checks and
cannot make Spot or Search checks.
Sound: A robot without audio sensors suffers a –2 penalty on all skill checks and
cannot make Listen checks.
Touch: A robot without tactile sensors suffers a –4 penalty on all Demolitions,
Disable Device, Forgery, and Repair checks.
Smell: A robot without olfactory sensors suffers no particular penalties.
Taste: A robot without gustatory sensors suffers no particular penalties.
A/V Basic: Basic audio/visual sensors. You must have lights installed on the
robot and are included
in the purchase DC of these sensors. Grants a +1 to Spot, Listen, and Search
check. The lights cause a –6 to all hide checks.
A/V Infrared: Infrared audio/visual sensors. You must have infrared lights
installed on robot and are included in the purchase DC. Grants a +2 to Spot,
Listen, and Search checks. The penalty for hide is reduced to –2.
Proximity Sensors: Sensors that allow a robot to know what is going on around it.
These sensors grant a +4 to Spot and Listen checks. Also, the new sensors grant
the robot tremmorsense.
Enviro Sensors: These sensors allow the robot to measure temperature,
air/water pressure, air/water composition, radiation levels, gravity levels, and
Biological creatures within 50ft.
Operating Software
To write skill software from scratch, a character must have an equal number of
ranks in whatever skill the software is designed to emulate. He must succeed at
a Computer Use check (DC 20 + number of skill ranks emulated by the software)
after investing 12 hours in the software’s construction.
To write feat software from scratch, a character must possess whatever feats the
software is designed to emulate.. He must succeed at a Computer Use check (DC
30) after investing 12 hours in the software’s creation.
Feat Prerequisites: Regardless of the quality of its feat software, a robot cannot
emulate a feat if it does not meet the feat’s prerequisites.
Skill Chip
A skill chip enables a robot to gain up to 8 ranks in any one of the following skills:
Computer Use, Demolitions, Disable Device, Listen, Repair, Search, or Spot. A
robot can have multiple skill chips. However, skill chips do not allow a robot to
benefit from skill synergy.
A skill chip can be erased and reprogrammed with 12 hours of work and a
successful Computer Use check (DC 20 + number of skill ranks emulated by the
software).
Purchase DC: 4 × number of skill ranks.
Language Chip
This chip allows the robot the read, write, and speak one language as though it
has the appropriate Read/Write Language and Speak Language skills.
Purchase DC: 4 per language
Skill Progit
Sophisticated emulation software encased in a thin but durable plastic casing, a
skill progit enables a robot to gain ranks in any single skill – not limited to a
certain list as is the case with the chip. The number of ranks cannot exceed the
programmer’s ranks in the skill being emulated.
A skill progit can be erased and reprogrammed with 12 hours of work and a
successful Computer Use check (DC 20 + number of skill ranks emulated by the
software).
Purchase DC: 5 × number of skill ranks.
Feat Progit
Sophisticated emulation software encased in a thin but durable plastic casing, a
feat progit is installed in the robot’s central processing unit and enables the
robot to gain a single feat.
A robot can have a number of feat progits equal to 1 + one-third its Hit Dice
(rounded down).
A feat progit can be erased and reprogrammed with 12 hours of work and a
successful Computer Use check (DC 30).
Purchase DC: 20.
Craft Robotic Accessories
Even an assembly-line robot needs certain tools to accomplish its tasks. The
following section describes miscellaneous accessories designed specifically for
robots.
To build a robot accessory from scratch, a character must first acquire the
necessary components by making a Wealth check against the accessory’s
purchase DC. Then the character must succeed at a Craft (mechanical) check
(DC 25) after investing 24 hours in its assembly. A character without a
mechanical tool kit takes a –4 penalty on the skill check. A character can install
a home-built or factory-built robot accessory with a successful Craft (mechanical)
check (DC 15) but the DC will be 2 greater than listed for an already constructed
part. A character without a mechanical tool kit takes a –4 penalty on the check. A
character with access to a workshop or other facility can install a robot accessory
in 1 hour; without a facility, the installation takes 6 hours.
AV Recorder
This audio and video recorder unit uses the robot’s video and audio sensors to
record and store up to 8 hours of information.
Purchase DC: 11.
AV Transmitter
A remote audio-visual unit consists of a video camera and microphone
connected to the robot’s visual and audio sensors, with a transmitter to send the
information to a computer or a remote control unit (see Remote Control Unit,
below). The AV transmitter includes a transmitter with an effective range of
1,000 feet. This unit does not allow a remote operator to control the robot (but
see Robolink, below). It merely allows the operator to see and hear what the
robot sees and hears.
Purchase DC: 14.
Fire Extinguisher
This unit, available only to Small or larger robots, ejects enough extinguishing
chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A
robot’s extinguisher tank holds a number of shots of chemical spray based on
the robot’s frame size: Small 2, Medium-size 4, Large 8, Huge 16, Gargantuan
32, and Colossal 64.
Purchase DC: 4
Integrated Unicom
An integrated Unicom enables the robot to make and receive comm calls without
resorting to the use of its manipulators (which may not be delicate enough to
operate a standard unicom, in any case).
Purchase DC: 9.
Internal Storage Unit
The robot has an insulated compartment for storing foreign objects. The
compartment can store objects of up to two size categories smaller than the
robot. A tiny or diminutive robot cannot have a storage unit. See Table: Internal
Storage Units for compartment weight limits and purchase DCs.
Loading Mechanism Robot size Maximum Weight Purchase DC
A loading mechanism Small 10lb. +4
allows a robot to reload a Medium 20lb. +6
single handheld weapon as Large 40lb. +8
a full-round action. The Huge 120lb. +11
mechanism can hold Gargantuan 360lb. +15
enough ammunition to Colossal 1000lb. +20
reload the weapon three
times. The mechanism works with weapons that use box ammunition, speed-
loaders (but not loose bullets), a grenade launcher round, some sort of fuel tank
(such as a flamethrower) or power cell.
A robot can have multiple loading mechanisms—one for each weapon it carries.
Purchase DC: 12 (doesn’t include ammunition).
Magnetic Feet
The robot comes with electromagnetic grippers that allow it to cling to ferrous
surfaces, including iron and steel. The robot using its magnetic feet gains a climb
speed of 20 feet and need not make Climb checks to scale ferrous surfaces.
Purchase DC: 12.
Tool Mount
Any robot with an armature, biomorph, biodroid, or bioreplica frame can be
equipped with a tool mount. Liquid-state robots, due to their amorphous nature,
cannot have tool mounts.
This mount is usually attached to the end of a robotic appendage and sports a
single tool. A tool mount easily adjusts to house different kinds of tools, but it can
hold only one tool at any given time.
The robot’s internal power source powers the tool, if necessary.
The tool can be up to one size category larger than the robot’s size category; for
example, a Medium-size robot’s tool mount can bear a Large or smaller tool. The
tool can be any general item.
Purchase DC: the purchase DC of the tool.
Vocalizer
This unit enables a robot to speak any language it knows. It must have the
appropriate Speak Language skill, either acquired through class levels (for heroic
robots) or skill software (for nonheroic robots).
Purchase DC: 8.
Weapon Mount
Robots that lack the proper manipulators to grasp weapons are suitable
candidates for weapon mounts. Any Diminutive or larger robot with an armature,
biomorph, biodroid, or bioreplica frame can be equipped with them. Liquid-state
robots, due to their amorphous nature, cannot have weapon mounts. A weapon
mount can be attached to almost any part of a robot’s frame. The attached
weapon can be one size category larger than the robot’s size category; for
example, a Medium-size robot can have a Large or smaller mounted weapon. Any
weapon can be mounted on the weapon mount. However, a robot-mounted
weapon cannot be used as a hand-held weapon, or vice versa.
A robot’s size determines the maximum number of weapon mounts it can have
and the cost of each weapon mount, as shown in Table: Robot Weapon Mounts.
A weapon mount has compartments for storing ammunition. However, the
purchase DC of the weapon mount does not include either the weapon or the
ammunition.

Select a frame size and form, add manipulators and sensors as necessary, and
choose size of remote control link. Add all the modifiers to determine the check’s
DC. Make the Craft (mechanical) check to construct the drone’s frame. It takes a
Roboticist 30 hours to construct a Diminutive drone frame or 12 hours to
construct a Tiny drone frame. A Diminutive drone can be 6 to 12 inches long or
tall and weighs about 1 pound. A Tiny drone can be 13 to 24 inches long or tall
and weighs up to 3 pounds. Statistics for these drones can be found in the
Creature listings. The next step is to build the internal electronics for the drone
and install them in the frame. The DC is based on the size of the drone and
modified by the number of components that need to be wired together. For a
Diminutive drone, the DC is 15. For a Tiny drone, the DC is 12. Add +1 to the DC
for each external component and +2 for the remote link. Make the Craft
(electronic) check. It takes a Roboticist 12 hours to wire a Diminutive drone or 6
hours to wire a Tiny drone. The Roboticist programs the drone as the final step.
Decide how many ranks of the appropriate skill to program into the drone, up to
the number of ranks the Roboticist has in the skill. A Roboticist’s drone can only
contain programming for one skill. Make the Computer Use check to program the
drone. The DC for the Computer Use check is 20, modified by the number of
ranks the Roboticist wants to program into the drone (+1 to the DC for each
rank). It takes 1 hour to program the drone.
Reprogramming: A drone can be reprogrammed at any time. Doing this requires
1 hour of work and a Computer Use check (DC 20 + the number of ranks
programmed into the drone).

Extreme Machine
If it has mechanical or electronic components, a Roboticist of 2nd level or higher
can get maximum performance out of it.
By spending 1 action point and making either a Craft (electronic) or Craft
(mechanical) check (whichever is appropriate for the machine in question), the
Roboticist can temporarily improve a machine’s performance—at the risk of
causing the machine to need repairs later. The DC for the Craft check depends
on the type of improvement being made, as shown on the table below.

Improvement Craft DC Repair Chance (d%)


The Roboticist Ranged Weapons
performs the extreme +1 to damage 15 01-25
modifications in 1 +2 to damage 20 01-50
hour. The Roboticist
can’t take 10 or take +3 to damage 25 01-75
20 on this check. If +5ft to range 15 01-25
the check succeeds, +10ft to range 25 01-50
the effect of the Electronic Device
improvement lasts +1 equipment bonus 15 01-25
for a number of +2 equipment bonus 20 01-50
minutes equal to his
or her Roboticist +3 equipment bonus 25 01-75
class level, beginning Vehicles
when the object is +1 on initiative 20 01-25
first put into use. The +1 to maneuver 25 01-50
Roboticist selects the +2 to maneuver 30 01-75
single improvement
he or she wants to make prior to making the check. After the duration of the
effect ends, the machine reverts to its previous state and a repair chance
percentile roll is made. The result of this roll indicates whether the machine
requires repairs before it can be used again.
Bonus Feats
At 3rd, 6th, and 9th level, the Roboticist gets a bonus feat. The bonus feat must
be selected from the following list, and the Roboticist must meet all the
prerequisites of the feat to select it.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms
Proficiency, Point Blank Shot, Studious.
Robotic Sympathy
Starting at 4th level, whenever the Roboticist performs a repair, craft or
computer use check on a Robot she adds her Roboticist class level as a special
circumstance bonus on the check.
Parts Trader
Starting at 7th level, the Roboticist becomes a licensed robotics acquirer and
trader. Do you to contacts at various major robotics corporations, the Roboticist
always purchases Robotics related equipment at half list-price irrespective of the
world he is currently on. This means that the cost of a Robotics Component is
always 2 Purchase DC less than listed price and that the listed price is not
affected by planet-imposed price modifications (see planet descriptions).
Mastercraft
At 8th level, the Roboticist becomes adept at creating mastercraft objects. He of
she applies the mastercraft ability to one of his or her Craft skills (electronic or
mechanical). From this point on, he or she can build mastercraft objects using
that skill. With Craft (electronic), the Roboticist can build electronic devices. With
Craft (mechanical), the Roboticist can build mechanical devices, including
weapons. On average, it takes twice as long to build a mastercraft object as it
does to build an ordinary object of the same type. The cost to build a mastercraft
object is equal to the purchase DC for the components (see the appropriate Craft
skill description) + the bonus provided by the mastercraft feature. A Roboticist
can add the mastercraft feature to an existing ordinary object by making the
Wealth check and then making the Craft check as though he or she were
constructing the object from scratch. A Roboticist’s Mastercraft ability costs him
no XP points (like the d20 Modern Core’s Techie Advanced Class) but he is
limited to a single mastercraft point (+1) on any device he crafts.
Biodroids
Starting at 10th level, the Roboticist can start to build what are referred to as
Biodroids. Robotic constructs with an Intelligence score of between 6 and 18,
with the ability to take Ordinary and Heroic levels. To build a biodroid frame from
scratch, a character must succeed at two skill checks—a Craft (mechanical)
check (DC 30) and a Craft (electronic) check (DC 30). These checks are made
after investing 48 hours in the construction. A character without a mechanical
tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the
character has neither). The character must also make a Wealth check against
the frame’s purchase DC. The biodroid has human-like STR, DEX, INT, WIS and
CHA scores that can range from 1 – 18 in all areas. Each -1 in STR or DEX
reduces the Craft (mechanical) DC by 1, each +1 increases the DC by 2.
Each -1 in INT, WIS or CHA reduces the Craft (electronic) DC by 1, each +1
increases the DC by 2. Note that INT starts at 6 for a Bioreplica, not 10 like all
the others. It is very common for Biodroids to be crafted with a DC 38 Craft
(electronic) check for an Int of 10.
At 10th level the Roboticist can also craft the following additional robotics.
Biodroids must be given a Nerve Web, Feat Web and Skill Web. This is not
included in the cost above.
Craft Sensors
Nerve Web
The nerve web is an advanced sensor array that simulates the function of an
organic nervous system. This sensor system includes a full-spectrum eye with
darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory
sensor, tactile and gustatory sensors, and multiband radar.
A robot with a Class IX sensor system gains the scent ability. It also gains a +4
equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair,
Search, and Spot checks. All other skill checks are made without penalty. The
robot also gains a +3 equipment bonus on initiative checks.
Type: Audio, Gustatory, Olfactory, Tactile, Visual.
Purchase DC: 26.
Craft Operating Software
Skill Web
A skill web allows a robot with ordinary class levels to gain skill points as normal
for its class. The skill web expands as the robot advances in level. An integral
component of the robot, it cannot be salvaged if the droid is destroyed. Skill
webs allow a robot to benefit from skill synergy.
A skill web’s skills cannot be altered except through level advancement.
Purchase DC: 18.
Feat Web
A feat web allows a robot with ordinary class levels to gain feats as normal for its
class. The feat web expands as the robot advances in level. An integral
component of the robot, it cannot be salvaged if the droid is destroyed.
A feat web’s feats cannot be altered except through level advancement.
Purchase DC: 18.

SEER
A Seer is a charismatic eldritch class that has eldritch class abilities focused
around the eldritch discipline of divination. In effect Seers are able to predict the
future - or if not the future, at least the most probably outcomes. Seers are
necessarily able mathematicians (or at the very least able statisticians) because
understanding when something is or is not probable, especially when the 'sight'
offers many possible intertwining outcomes with potential dependencies
between them is often more of a science than an art. The sight itself however, is
pure eldritch art. It is a sense of foreboding, a vision of foresight or other such
arcane senses. The strength with which these visitations strike represents the
likelihood of such an event. Most characters discover they are Seers rather than
studying Divination at an Eldritch college it is more likely that it has been thrust
upon them because of a unique spiritual alignment with the Diviner's path.
The fastest way to the Seer Advanced Class is through the Charismatic Hero
basic class though other paths are possible.

Requirements
To qualify to
become a Seer, a
character must
fulfill the following
criteria.
Skills: Diplomacy 6
ranks, Gather
Information 6 ranks
Feat: Wild Talent
(Valor)
Class Information
Hit Die: 1d6
Action Points: 6 +
one-half character
level, rounded
down, every time
the Seer attains a
new level in this
class.
Class Skills
The Seer's class
skills (and the key ability for each skill) are: Autohypnosis (Wis), Bluff (Cha),
Computer Use (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather
Information (Cha), Intimidate (Cha), Knowledge (arcana, business, current
events, streetwise) (Int), Listen (Wis), Profession (Wis), Psicraft (Wis), Read/Write
Language (none), Repair (Int), Research (Int), Sense Motive (Wis), Speak
Language (none).
Skill Points at Each Level: 7 + Int modifier.

Class Features

Level BAB Fort Ref Will Special D.B. Rep


1st +0 +0 +1 +2 Greater Valor +0 +1
2nd +1 +0 +2 +3 Guidance +1 +1
3rd +1 +1 +2 +3 Bonus Feat +1 +2
4th +2 +1 +3 +4 Identify +2 +2
5th +2 +1 +3 +4 True Strike +2 +3
6th +3 +2 +4 +5 Bonus Feat +3 +3
7th +3 +2 +4 +5 Augury +3 +4
8th +4 +2 +5 +6 Scrying +4 +4
9th +4 +3 +5 +6 Bonus Feat +4 +5
10th +5 +3 +6 +7 Far sight +5 +5

The following features pertain to the Seer advanced class.


Greater Valor
When the Seer uses his Valor wild talent he gains an additional +1 bonus on
saving throws for a total of +2 on any saving throw as a free action. The
character must declare he is using Valor before rolling as normal, but the use of
Valor is otherwise free. The limitation of three uses per day is increased to 5
times per day.
Guidance
The 'sight' grants the Seer a +1 competence bonus on single attack rolls, saving
throw, or skill check made each round. The Seer must declare that he is using
Guidance before making the roll. The Seer can choose to deny himself the 'sight'
to provide a Guidance to another character. In so doing he must touch another
willing character. The Seer does not count his normal benefits of Guidance until
the touched character chooses to use his +1 competence bonus. Unlike the
Seer, which can make use of the ability each round, the non Seer character can
only use it once before it is exhausted and Guidance returns to the Seer. The
character being guided must declare the use of the bonus before making the roll
to which it applies. If the character does not use it within the span of 1 minute
(10 rounds) then Guidance fades from the target and returns to the Seer.
Bonus Feats
At 3rd, 6th, and 9th level, the Seer gets a bonus feat. The bonus feat must be
selected from the following list, and the Seer must meet all the prerequisites of
the feat to select it. Alertness, Attentive, Builder, Confident, Creative, Combat
Expertise, Educated, Improved Disarm, Iron Will, Renown, Studious, Trustworthy,
Windfall.
Identify
This ability requires 8 hours to manifest and can be used only once per day. The
spell-like ability determines all properties of a single eldritch item, including how
to activate those functions (if appropriate), and how many charges are left .
True Strike
Starting at 5th level The Seer can gain temporary, intuitive insight into the
immediate future during her next attack. You must declare the use of True Strike
before rolling. This class ability is usable once per day, though additional
manifestations are possible through the expenditure of an Action Point. Your next
single attack roll (if it is made before the end of the next round) gains a +20
insight bonus. Additionally, you are not affected by the miss chance that applies
to attackers trying to strike a concealed target.
Augury
At 7th level the Seer can begin performing accurate predictions of the immediate
future. An augury can tell you whether a particular action will bring good or bad
results for you in the immediate future. The base chance for receiving a
meaningful reply is 60% + 5% per Charisma modifier, to a maximum of 90%; this
roll is made secretly. A question may be so straightforward that a successful
result is automatic, or so vague as to have no chance of success. If the augury
succeeds, you get one of four results:
Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the "nothing" result. A seer who gets the "nothing" result
has no way to tell whether it was the consequence of a failed or successful
augury. The augury can see into the future only about half an hour, so anything
that might happen after that does not affect the result. Thus, the result might not
take into account the long-term consequences of a contemplated action. All
auguries cast by the same person about the same topic use the same dice result
as the first casting. The Augury takes 5 minutes to perform during which the Seer
slips into a deep trance and is considered "helpless", but otherwise can be used
any number of times per day.
Scrying
Starting at 8th level the Seer can, once per day, perform a special, and very
powerful, kind of divination magic called Scrying which allows him to locate
people anywhere in the Elysium Nebula. Scrying means you can see and hear
some creature before you even though they may be at considerable distance. If
the subject succeeds on a Will save (DC 10 + 1/2 Seer's Level rounding down +
Seer's Charisma Modifier), the scrying attempt simply fails. The difficulty of the
save depends on how well you know the subject and what sort of physical
connection (if any) you have to that creature.
Knowledge Modifier Will Mod.
If the save fails, you can see and
Secondhand (you have heard of the +10
hear the subject and the subject's
subject)
immediate surroundings
(approximately 10 feet in all Firsthand (you have met the subject) +5
directions of the subject). If the
subject moves, the sensor follows Familiar (you know the subject well) +0
with it, always keeping the target Connection Modifier Will Mod.
centered..
As with all divination (scrying) Likeness or picture -2
spells, the sensor has your full Possession or Garment -4
visual acuity, including any magical
effects. If the save succeeds, you Body Part(lock of hair, bit of nail, ect) -10
can't attempt to scry on that subject again for at least a full Elysian day (26hrs).
Also a Seer with the ability to perform scrying is also able to more easily detect
scrying. A Seer of 8th level or higher can make a Psicraft check of the same DC
as the Will save to resist scrying (or 15 if no scrying had ever been attempted -
see further on). The Seer targets someone when making this Psicraft check. If an
attempt to Scry for him had been made in the last full day (26 hours) it will be
revealed, whether or not it was successful. If the Psicraft check is a success then
the Seer also knows whether the Scry check resulted in a success or failure.
Resist Scry checks are always passively made by the GM. A character without
some kind of special eldritch device will never know if he is being scried for.
Farsight
At 10th level the Seer has an even better vision into the future. Similar to augury
but more powerful, Farsight can provide you with a flash of the future in reply to
a question concerning a specific goal, event, or activity that is to occur within one
full Elysian year. The future can be interpreted (GMs discretion) as a vision of
possible outcomes, as text-based explanation of possible outcomes which the
Seer will write out while he is in his visionary trance or it might even take the
form of something as simple as a short phrase, or even a cryptic rhyme or omen.
If your party doesn't act on the information, the conditions may change so that
the information is no longer useful. The base chance for a correct divination is
identical as for Augury. If the dice roll fails, you know the ability failed, unless
specific magic yielding false information is at work. As with augury, multiple
divinations about the same topic by the same caster use the same dice result as
the first divination spell and yield the same answer each time.

Shadow Hunter
Requirements
To qualify to become a Shadow Hunter, a character must fulfill the following
criteria. High Strength and Charisma scores are also useful.
Base Attack Bonus: +2
Skills: Investigate 6 ranks, Sense Motive 6 ranks, Knowledge (arcane lore) 3
ranks.
Feats: Track, and Personal Firearms Proficiency or Archaic Weapons Proficiency.
Class Information
Hit Die Shadow Hunters gain 1d8 hit points per level. The character's
Constitution modifier applies.
Action Points
Shadow Hunters gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Shadow Hunter's class skills are as follows: Bluff (Cha), Diplomacy (Cha),
Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (arcane
lore, current events, popular cultures, streetwise) (Int), Listen (Wis), Profession
(Wis), Read/ Write Language (none), Research (Int), Search (Int), Sense Motive
(Wis), Speak Language (none), Spot (Wis), Survival (Wis).
Skill Points at Each Level 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +1 Target bonus +1 +1 +0
2nd +1 +2 +2 +2 Swift track +2 +0
3rd +2 +2 +2 +2 Bonus feat +2 +0
4th +3 +2 +2 +2 No trace, target bonus +2 +3 +0
5th +3 +3 +3 +3 Play a hunch +4 +1
6th +4 +3 +3 +3 Bonus feat +4 +1
7th +5 +4 +4 +4 Target bonus +3 +5 +1
8th +6 +4 +4 +4 Detect magical aura +6 +2
9th +6 +4 +4 +4 Bonus feat +6 +2
10th +7 +5 +5 +5 Locate target +7 +5
The following features pertain to the Shadow Hunter advanced class.
Target Bonus
The Shadow Hunter, as a full-round action, may designate an individual as a
target. He spends one action point to select a target, and thereafter gains a
competence bonus on certain actions involving that particular target. The
Shadow Hunter does not need to know the target personally and may know her
only through her actions or description. The Shadow Hunter may not select a
target while he or the target is in combat, and once he chooses a target he must
wait 24 hours before choosing another. The Shadow Hunter gains the target
bonus as a competence bonus on attacks against that particular target, as well
as when using the following skills directly against the target, or in tracking a
target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research,
Search, Sense Motive, and Spot. The target bonus applies to a single individual
and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st
level, +2 at 4th, and +3 at 7th level.
Swift Track
At 2nd level, the Shadow Hunter may move at normal speed while using Track
without taking the -5 penalty.
Bonus Feats
At 3rd, 6th, and 9th levels, the Shadow Hunter gets a bonus feat. The bonus feat
must be selected from the following list, and the Shadow Hunter must meet all of
the prerequisites for the feat to select it. Armor Proficiency (archaic, light,
medium), Brawl, Improved Brawl, Improved Feint, Improved Grapple, Improved
Knockout Punch, Knockout Punch, Streetfighting.
No Trace
At 4th level, the Shadow Hunter knows how to hide his own tracks, and may, at
his choice, move into "No Trace" mode. All attempts to use the Track feat against
the Shadow Hunter (though not allies) treat the ground as "firm" for purposes of
success. In addition, the DC of any attempts to use Computer Use, Gather
Information, Investigate, and Research on matters involving the Shadow Hunter
are increased by the Shadow Hunter's levels in this advanced class.
Play a Hunch
At 5th level, the Shadow Hunter gains the supernatural ability to make a guess
and be assured that it is correct. The Shadow Hunter may, as a full-round action,
spend an action point to determine whether an assumption, hunch, or guess is
correct. The player states the assertion and pays an action point. Secretly rolls
percentile dice; there is a 70% +1% per character level chance of getting a
response on the hunch (failure indicates merely that you are unsure if this is true
or not). If the roll is a success, the player knows if the hunch is true, false, both or
neither. A "both" response is possible for vague assumptions. An "unknown"
response is for questions with no immediate answer. It may be determined that a
hunch is so obvious that it does not require a roll, or that it is so vague that there
is no chance for success. In these cases, the action point is not spent (though
the attempt still counts as a full-round action). A hunch does not translate as a
legal truth, and will not stand up in a court of law. Rather it is an obvious fact to
the Shadow Hunter alone. Finding proof of an assumption would require
additional work.
Detect Magical Aura
At 8th level, the Shadow Hunter gains the spell-like ability to detect magical aura.
The Shadow Hunter may use this effect up to three times per day, and each use
lasts for 20 minutes.
Locate Target
At 10th level, the Shadow Hunter gains the supernatural ability to know where
his target is, if in the target is in the general vicinity (1,000 feet of the Shadow
Hunter). This ability applies only to the target, and does not reveal attitude,
status, or the presence of others around the target. This is a supernatural ability,
and spells, psionics, and other FX that interfere with supernatural abilities will foil
the locate target ability as well.

Shadowjack
The fastest path into this advanced class is from the Smart hero basic class,
though other paths are possible.
Requirements
To qualify to become a Shadowjack, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, and Disable Device 6
ranks.
Class Information
Hit Die
Shadowjacks gain 1d6 hit points per level. The character’s Constitution modifier
applies.
Action Points
Shadowjacks gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Shadowjack's class skills are as follows: Computer Use (Int), Craft
(electronic, mechanical, writing) (Int), Decipher Script (Int), Disable Device (Int),
Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha),
Knowledge (arcane lore, current events, history, popular culture, technology)
(Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int),
Speak Language (none), Search (Int).
Skill Points at Each Level 7 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Read/write code +1 +0
2nd +1 +0 +0 +3 Online presence +1 +0
3rd +1 +1 +1 +3 Bonus feat +2 +1
4 th +2 +1 +1 +4 Shadowjack abilities +2 +1
5th +2 +1 +1 +4 Shadowjack abilities +3 +1
6 th +3 +2 +2 +5 Bonus feat +3 +2
7 th +3 +2 +2 +5 Shadowjack abilities +4 +2
8th +4 +2 +2 +6 Shadowjack abilities +4 +2
9 th +4 +3 +3 +6 Bonus feat +5 +3
10th +5 +3 +3 +7 Virtual incantations +5 +3
The following features pertain to the Shadowjack advanced class.
Read/Write Code
Beginning at 1st level, the Shadowjack can understand both the nature of raw
computer code and what the program is intended to accomplish when
implemented. On a successful Decipher Script check (DC 10 + Computer Use
skill modifier of the code’s author), the Shadowjack can determine both the
function of the program and any bugs or potential weak points in the design. If
weak points are found, the Shadowjack gains a +2 insight bonus on Computer
Use checks attempting to degrade the program.
Online Presence
Beginning at 2nd level, when attempting to use a Charisma-abased skill such a
Bluff, Intimidate, Diplomacy, or Gather Information in an online situation, the
Shadowjack adds any Shadowjack levels as a circumstance bonus.
Bonus Feats
At 3rd, 6th, and 9th level, the Shadowjack gets a bonus feat. The bonus feat
must be selected from the following list, and the Shadowjack must meet all of
the prerequisites for the feat to select it. Alertness, Arcane Skills, Builder,
Cautious, Educated, Gearhead, Lightning Reflexes, Low Profile, Meticulous,
Renown, Studious, Windfall.
Shadowjack Abilities
Beginning at 4th level, the Shadowjack gains the following abilities:
Electronic Empathy: The Shadowjack gains a +2 competence bonus when
repairing or disabling electronic devices. This is in addition to any synergy
bonuses for related skills.
Careful Progress: When the Shadowjack attempts to defeat computer security,
the administrator is alerted only if the Shadowjack fails his Computer Use check
by 10 or more.
At 5th level, the Shadowjack gains the following abilities:
False Trail: When covering his electronically tracks through the internet, the
Shadowjack can lay in a false trail. With a successful DC 25 Computer Use
check, the Shadowjack imposes a ?5 penalty on any attempt to trace him (as
described in the Defend Security function of the Computer Use skill). If the trace
fails by 10 or more points, the tracker follows the Shadowjack’s false trail to an
innocent internet address. If the trace fails by less than 10 points, the tracker
realizes the trail is bogus and gives up.
Install Backdoor: After successfully breaking into a specific computer system, the
Shadowjack can install a ?backdoor? to the system. A backdoor is a piece of
code that makes it easier for the Shadowjack to break into that particular system
in the future. Writing and installing the program requires a Computer Use check
(see chart below), but once successfully installed it automatically defeats that
systems security upon return trips the Shadowjack no longer needs to make
Computer Use checks to enter that system.
It is important to keep backdoors hidden from the system Level of
administrator, who will always be on the lookout for such DC
Security
invasions. A backdoor automatically allows the Shadowjack Minimum 25
entrance to a particular system, but every time he uses it he
must make an opposed Computer Use check against the Average 30
administrator. Failure means the backdoor is discovered and Exceptional 40
will be deleted before the next time the Shadowjack returns. Maximum 45
At 7th level, the Shadowjack gains the following abilities:
Online Spell Resistance: The Shadowjack becomes harder to hurt by spells and
spell-like abilities sent through email and electronic devices, including the
Techno Mage’s online spellcasting ability as well as magical items which use
electronic components. The Shadowjack gains Spell Resistance equal to 10 + his
Shadowjack levels. This is a supernatural ability.
Improved Degradation: The Shadowjack’s attempts to alter and degrade existing
programming get more insidious. The degradation is installed as normal (as
described in the Degrade Programming function of the Computer Use skill).
However, unless the Computer Use check to fix the degraded program exceeds
the DC by 5, the degradation returns within 6 hours this happens automatically,
the Shadowjack does not have to make a second check.
At 8th level, the Shadowjack gains the following abilities:
Passfirewall: When the Shadowjack attempts to defeat computer security, the
administrator is alerted only if the Shadowjack rolls a 1 on his Computer Use
check.
Walking Database: The Shadowjack gains the supernatural ability to recall vast
amounts of information gleaned while traveling through cyberspace. He may
spend an action point and then substitute his Computer Use score instead of a
Knowledge score for the purposes of one check.
Virtual Incantations
At 10th level, the Shadowjack gains the spell-like ability to use a computer to
cast incantations. This process reduces the number of secondary casters
required by 10, and may allow the Shadowjack to shorten the casting time. If he
is successful at a Computer Use check with a DC equal to the DC for the
incantation’s skill check, the casting time is reduced to 1/10th of its original
length. All other requirements for the incantation (components, saving throws,
backlash, and so forth) remain the same.

Sky Lord (Aeromancer)


Among the 15 major disciplines of magic Aeromancy is one of most important.
The eldritch manipulation of gasses and airs can be used to grant flight, the
change the weather and is obviously an important component in Terraforming (in
as far as manipulating atmospheres is concerned) as performed by the ancient
elves. Aeromancy is considered
one of the four elemental
disciplines - the others being
pyromancy (linked to the element
of fire), geomancy (linked to the
element of earth) and ecomancy
(linked to the element of water).
Naturally it was one of the first
disciplines to be studied by Men,
with its study reaching as far back
as the early days of Aesir in Sol
System. Aeromancers go by many
titles and there are various
Schools of Aeromantic thought -
manipulating the weather has
tremendous environmental
impacts so it is not a path treaded
lightly. Among the Neodems
Aeromancers are called 'Weather Men'. In the United Republic those who have
focused their study of eldritch powers in Aeromancy are called Sky Lords or
sometimes Storm Lords as well. Within Coalition they are called Wind Wizards.
The elves, in ancient times, named practiced Aeromancers the Manw-Den
(translated: followers of Manw) who was the spirit of Wind in the ancient Elvish
pantheon. Manw? has had a resurgence of popularity among Neomystics and
Master Mystics of Manw? are unsurprisingly exclusively Aeromancers.
This advanced class, though called the Sky Lord, represents all of these possible
titles and positions for Aeromancers. The shortest path into this advanced class
is from the Fast hero basic class, though other paths are possible.
Requirements
To qualify to become a Sky Lord, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Knowledge (Earth & Life Sciences) 3 ranks, Move Silently 6 ranks, Tumble
6 ranks.
Feat: Wild Talent, Athletic
Class Information
Hit Die
1d10
Action Points
6 + one-half character level, rounded down, every time the Sky Lord attains a
new level in this class.
Class Skills
The Sky Lord's class skills (and the key ability for each skill) are: Concentration
(Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (current
events, streetwise, earth & life sciences) (Int), Move Silently (Dex), Profession
(Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak
Language (none), Spot (Wis), Survival (Wis), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +2 Ghost Sound +0 +1
2nd +1 +0 +2 +3 Obscuring Mist +1 +1
3rd +1 +1 +2 +3 Bonus feat +1 +2
4th +2 +1 +3 +4 Storm Clouds +2 +2
5th +2 +1 +3 +4 Wind Wall +3 +3
6th +3 +2 +4 +5 Bonus feat +3 +3
7th +3 +2 +4 +5 Flight +4 +4
8th +4 +2 +5 +6 Banshee Shout +5 +4
9th +4 +3 +5 +6 Bonus feat +5 +5
10th +5 +3 +6 +7 Summon Twister +6 +5

The following features pertain to the Sky Lord advanced class.


Concentration
Manipulating the weather often requires many Concentration checks. Using an
ability that requires Concentration always provokes an attack of opportunity. The
Sky Lord can never have two abilities active at the same time that both require
Concentration - even if using Heroic Surge or some other similar ability to
concentrate on one while dedicating a full round action to start up another.
Anytime the Sky Lord uses an effect that requires Concentration all other
Concentration based spell-like abilities end.
Ghost Sound
Starting at 1st level the Sky Lord can produce a spell-like ghost sound effect at
will. Ghost sound allows the Sky Lord to create a volume of sound that rises,
recedes, approaches, or remains at a fixed place. The Sky Lord chooses what
type of sound ghost sound creates when casting it and cannot thereafter change
the sound's basic character. The volume of sound created depends on the Sky
Lord's level. The Sky Lord can produce as much noise as two normal humans per
Sky Lord level (maximum twenty humans). Thus, talking, singing, shouting,
walking, marching, or running sounds can be created. The noise a ghost sound
spell produces can be virtually any type of sound within the volume limit. A horde
of mutant rats running and squeaking is about the same volume as ten humans
running and shouting. A roaring dragon is equal to the noise from twenty
humans. Ghost sound cannot be used in vacuum or underwater - the
aeromancer need air to propagate these sound waves.
Obscuring Mist
At 2nd level the Sky Lord can summon an obscuring mist. This is a spell-like
class ability which, like many of the Sky Lord's abilities, is based on
concentration. The Sky Lord makes a DC 10 Concentration check to summon
Obscuring Mist around him. This is a full-round action. Each round thereafter the
Sky Lord can maintain this cloud of Mist by passing a full round action and
passing a DC 10 Concentration check, or by passing standard action and passing
a DC 15 Concentration check or finally by passing a move-equivalent action and
passing a DC 20 Concentration check. Attacking the Sky Lord might disrupt his
concentration. Any time the Sky Lord is hit she makes a Concentration check DC
equal to the damage dealt. If the Sky Lord ever fails a Concentration check the
vapor instantly dissipates and the Obscuring Mist effect ends. Aside from these
restriction Obscuring Mist can be used at will and called upon at any time.
Obscuring mist cannot be used in vacuum or underwater - the aeromancer need
air around him to summon the mist. The mist obscures all sight, including
darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have
a 20% miss chance). Creatures farther away have total concealment (50% miss
chance, and the attacker cannot use sight to locate the target). A moderate wind
(11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds and
a strong wind (21+ mph) disperses the fog in 1 round regardless of
concentration checks.
Bonus Feats
At 3rd, 6th, and 9th level, the Sky Lord gets a bonus feat. The bonus feat must
be selected from the following list, and the Infiltrator must meet all the
prerequisites of the feat to select it. Acrobatic, Alertness, Advanced Firearms
Proficiency, Athletic, Attentive, Cautious, Defensive Martial Arts, Dodge, Elusive
Target, Meticulous, Mobility, Nimble, Personal Firearms Proficiency, Renown,
Run, Stealthy.
Storm Clouds
At 4th level the Sky Lord can call lightning down from dark storm clouds. This is a
spell-like class ability which, like many of the Sky Lord's abilities, is based on
concentration. The Sky Lord makes a DC 10 Concentration check to summon
Lightning Clouds above him. This is an action that takes 3 rounds to complete.
Each round thereafter the Sky Lord can maintain these Storm Clouds above by
passing a full round action and passing a DC 10 Concentration check, or by
passing standard action and passing a DC 15 Concentration check or finally by
passing a move-equivalent action and passing a DC 20 Concentration check. If
the Sky Lord uses a move-equivalent action to maintain concentration on the
Storm Cloud he cannot call lightning (see below) in the same round. Attacking
the Sky Lord might disrupt his concentration. Any time the Sky Lord is hit she
makes a Concentration check DC equal to the damage dealt. If the Sky Lord ever
fails a Concentration check the Storm Clouds instantly dissipate and the spell-
like ability comes to an end. Aside from these restriction Storm Clouds can be
used at will and called upon at any time. Storm Clouds cannot be used in
vacuum, underwater or indoors. They only work outside where there is an
atmosphere to manipulate. Space stations where there is considerable vertical
height (like halo-worlds) count as having an atmosphere for this purpose.
Immediately upon completion of the spell, and once per round thereafter, the
Sky Lord may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that
deals 3d6 points of electricity damage as a standard action or a full round action
(this occurs successfully only if they maintain concentration on the spell - see
above). The bolt of lightning flashes down in a vertical stroke at whatever target
point the Sky Lord chooses within the 100 feet (measured from her position at
the time). Any creature in the target square or in the path of the bolt is affected.
If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and
cloudy conditions, or even a tornado (including a Summon Twister ability from
another Sky Lord) each bolt deals 3d10 points of electricity damage instead of
3d6.
Wind Wall
At 5th level the Sky Lord can summon a wall of wind. This is a spell-like class
ability which, like many of the Sky Lord's abilities, is based on concentration. The
Sky Lord makes a DC 10 Concentration check to summon Wind Wall around him.
This is a full-round action. Each round thereafter the Sky Lord can maintain this
Wind Wall by passing a full round action and passing a DC 10 Concentration
check, or by passing standard action and passing a DC 15 Concentration check
or finally by passing a move-equivalent action and passing a DC 20
Concentration check. Attacking the Sky Lord might disrupt his concentration. Any
time the Sky Lord is hit she makes a Concentration check DC equal to the
damage dealt. If the Sky Lord ever fails a Concentration check the Wind Wall
instantly dissipates and this spell-like ability ends. In addition to these
restrictions Wind Wall can only be used 3 times per day. If a Sky Lord has
exhausted all uses of Wind Wall she can gain additional uses through the
expenditure of an action point. Wind Wall cannot be used in vacuum or
underwater - the aeromancer need air around him to summon the wall.
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable
strength. It is a roaring blast sufficient to blow away any bird smaller than an
eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex
save allows a creature to maintain its grasp on an object.) Tiny and Small flying
creatures cannot pass through the barrier. Loose materials and cloth garments
fly upward when caught in a wind wall. Bullets are deflected upward and miss,
while energy based ranged firearms passing through the wall have a 30% miss
chance. Gases, most gaseous breath weapons, and creatures in gaseous form
cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along
the ground that you like. It is possible to create cylindrical or square wind walls to
enclose specific points.
Flight
At 7th level the Sky Lord gains such mastery over the air molecules around him
that he gains a Fly Speed 60ft with average maneuverability. The flight does not
work in vacuum as there are no air molecules to use around the Sky Lord.
Banshee Shout
Starting at 8th level the Sky Lord can deliver a powerful sonic attack by
propagating massive sound waves across his chosen medium of air. 2 times per
day (additional times cost an Action Point) the Sky Lord can emit an ear-splitting
yell that deafens and damages creatures in its path - this affects all creatures in
a 60ft line drawn from the Sky Lord. Any creature within the area is stunned for 1
round, deafened for 1d6 rounds and takes Xd6 points of sonic damage where X
is the characters current level of Sky Lord (so 8d6, 9d6 or 10d6). A successful
save negates the deafness and reduces the damage by half. Any exposed brittle
or crystalline object or crystalline creature take twice this damage per caster
level. An affected creature is allowed a Fortitude save (DC 10 plus half the Sky
Lord's level plus his Constitution modifier) to reduce the damage by half and a
creature holding fragile objects can negate damage to them with a successful
Reflex save (same DC as for Fort save).
Summon Twister
At 10th level the Sky Lord can summon a cyclone, tornado, hurricane or
whirlwind. This is a spell-like class ability which, like many of the Sky Lord's
abilities, is based on concentration. The Sky Lord makes a DC 10 Concentration
check to summon a twister. This is a full-round action. Each round thereafter the
Sky Lord can maintain this twister by passing a full round action and passing a
DC 10 Concentration check, or by passing standard action and passing a DC 15
Concentration check or finally by passing a move-equivalent action and passing a
DC 20 Concentration check. Attacking the Sky Lord might disrupt his
concentration. Any time the Sky Lord is hit she makes a Concentration check DC
equal to the damage dealt. If the Sky Lord ever fails a Concentration check the
twister instantly dissipates and the spell like ability ends. This spell, which can be
used once per day (additional times cost an Action Point) creates a powerful
twister of raging wind up to 60ft away that moves through the air, along the
ground, or over water at a speed of 60 feet per round. The Sky Lord can direct its
direction so long as he maintains concentration (see above). The twister itself is
a 20ft radius circle. Any Large or smaller creature that comes in contact with the
spell effect must succeed on a Reflex save (DC 10 plus half the Sky Lord's level
plus his Constitution modifier) or take 3d6 points of damage. A Medium or
smaller creature that fails its first save must succeed on a second one or be
picked up bodily by the twister and held suspended in its powerful winds, taking
1d8 points of damage each round on your turn with no save allowed. The Sky
Lord may direct the twister to eject any carried creatures whenever you wish,
depositing the hapless souls wherever the twister happens to be when they are
released.

Soldier
Requirements
To qualify to become a Soldier, a character must fulfill the following criteria.
Base Attack Bonus:+3
Skill: Knowledge (tactics) 3 ranks.
Feat: Personal Firearms Proficiency.
Class Information
Hit Die
1d10
Action Points
6 + one-half character level, rounded down, every time the character attains a
new level in this class.
Class Skills
The Soldier's class skills (and the key ability for each skill) are: Demolitions (Int),
Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history,
popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis),
Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis),
Swim (Str).
Skill Points at Each Level 4 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +1 +1 +0 Weapon Focus +1 +0
2nd +1 +2 +2 +0 Weapon Specialization +1 +0
3rd +2 +2 +2 +1 Bonus Feat +2 +0
4th +3 +2 +2 +1 Tactical aid +2 +0
5th +3 +3 +3 +1 Improved Critical +3 +1
6th +4 +3 +3 +2 Bonus Feat +3 +1
7th +5 +4 +4 +2 Improved reaction +4 +1
8th +6 +4 +4 +2 Greater Weapon Specialization +4 +1
9th +6 +4 +4 +3 Bonus feat +5 +2
10th +7 +5 +5 +3 Critical strike +5 +2

The following features pertain to the Soldier advanced class.


Weapon Focus
At 1st level, a Soldier gains the Weapon Focus class feature, providing the
benefit of the feat with the same name. The Soldier chooses a specific weapon.
The soldier can choose unarmed strike or grapple as the weapon. The soldier
must be proficient with the chosen weapon. The soldier adds +1 to all attack
rolls made using the selected weapon.
Weapon Specialization
At 2nd level, a Soldier gains weapon specialization with a specific melee or
ranged weapon that he or she also has applied the Weapon Focus feat or class
feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon.
Bonus Feats
At 3rd, 6th, and 9th level, the Soldier gets a bonus feat. The bonus feat must be
selected from the following list, and the Soldier must meet all the prerequisites
of the feat to select it. Advanced Firearms Proficiency, Archaic Weapons
Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor
Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms
Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved
Brawl, Improved Knockout Punch, Knockout Punch, Power Attack.

Tactical Aid
As a full-round action, the Soldier provides tactical aid to all of his allies
(including himself) within sight and voice range of his position. This use of
tactical aid requires an action point. This aid provides a +1 competence bonus
on attack rolls. The bonus lasts for a number of rounds equal to one-half of the
Soldier's level in the advanced class, rounded down.
Improved Critical
For the weapon the Soldier has applied weapon specialization to the Soldier's
threat range increases by one.
Improved Reaction
At 7th level, a Soldier gains a +2 competence bonus on initiative checks.
Greater Weapon Specialization
At 8th level, a Soldier gains greater weapon specialization with the weapon he or
she selected at 2nd level. This ability increases the bonus on damage rolls to +4
when using the selected weapon.
Critical Strike
At 10th level, a Soldier gains the ability to automatically confirm a threat as a
critical hit when attacking with the weapon he or she has applied weapon
specialization to, eliminating the need to make a roll to confirm the critical hit.

Space Monkey
The fastest path into this advanced class is from the Tough hero basic class,
though other paths are possible.
Requirements
To qualify to become a Space Monkey, a character must fulfill the following
criteria.
Starting Occupation: Astronaut Trainee
Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks
Tough Hero Talent: Any one talent from the Unbreakable Talent Tree
Class Information
Hit Die
The Space Monkey gains 1d10 hit points per level. The character’s Constitution
modifier applies.
Action Points
The Space Monkey gains a number of action points equal to 6 + one-half his
character level, rounded down, every time he attains a new level in this class.
Class Skills
The Space Monkey’s class skills are as follows: Balance (Dex), Bluff (Cha), Climb
(Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int),
Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge
(earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int),
Search (Int), Survival (Wis), Treat Injury (Wis), Tumble (Dex)
Skill Points at Each Level 4+ Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +1 +0 Hibernation trance +1 +0
2nd +1 +3 +2 +0 Monkey’s wrench +1 +0
3rd +2 +3 +2 +1 Bonus feat +2 +0
4th +3 +4 +2 +1 Monkeys unite +2 +0
5th +3 +4 +3 +1 Know location (+2) +3 +1
6th +4 +5 +3 +2 Bonus feat +3 +1
7th +5 +5 +4 +2 Monkey shines +4 +1
8th +6 +6 +4 +2 Know location (+4), space suitable +4 +1
9th +6 +6 +4 +3 Bonus feat +5 +2
10th +7 +7 +5 +3 Monkey shot +5 +2

The following class features pertain to the Space Monkey advanced class.
Hibernation Trance
A Space Monkey can enter a deep trance that allows him to gain the full benefits
of sleep or bed rest in half the usual time.
Monkey’s Wrench
Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space
Monkey gains a competence bonus equal to one-half his Space Monkey class
level on skill checks made when using a tool kit. This bonus stacks with the tool
kit’s normal equipment bonus.
Bonus Feats
At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat
must be selected from the following list, and the Space Monkey must meet all
the prerequisites of the feat to select it. Acrobatic, Advanced Firearms
Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor
Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor
Proficiency (powered), Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes,
Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint,
Improved Knockout Punch, Jack of All Trades, Knockout Punch, Power Attack,
Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon
Focus, Zero-G Training.
Monkeys Unite
Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains
a +1 morale bonus on attack rolls when fighting adjacent to another Space
Monkey. Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls
against an opponent flanked by another Space Monkey; this bonus is in addition
to the usual +2 bonus for flanking.
Know Location
At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and
Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level.
Monkey Shines
Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use
the Bluff technique of feinting in combat as a move action, allowing him to feint
and attack in the same round. If the Space Monkey also has the Improved Feint
feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks
made to feint in combat.
Space Suitable
At 8th level, a Space Monkey becomes more comfortable in armor. He treats any
suit of armor as though its armor penalty and maximum Dexterity bonus were 1
better.
Monkey Shot
By spending an action point at the end of his turn, a 10th-level Space Monkey
gains an extra attack at his full attack bonus. (Remember that a character can
spend only one action point per round.)

Speed Demon
The fastest path into this advanced class is from the Fast hero basic class,
though other paths are possible.
Requirements
To qualify to become a Speed Demon, a character must fulfill the following
criteria.
Skills: Drive 6 ranks.
Feats: Vehicle Expert.
Other: Base Reflex save +2.
Class Information
Hit Die
Speed Demons gain 1d8 hit points per level. The character’s Constitution
modifier applies.
Action Points
Speed Demons gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Speed Demon’s class skills are as follows: Balance (Dex), Concentration
(Con), Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex),
Knowledge (current events, popular culture, technology) (Int), Listen (Wis),
Profession (Wis), Navigate (Int), Pilot (Dex), Read/Write Language (none), Repair
(Int), Speak Language (none), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +2 +0 Uncanny dodge X +1 +0
2nd +1 +0 +3 +0 Hit the weak spot +1 +0
3rd +2 +1 +3 +1 Bonus feat, vehicle empathy +2 +1
4th +3 +1 +4 +1 Need for speed +2 +1
5th +3 +1 +4 +1 Nursing the turns +3 +1
6th +4 +2 +5 +2 Bonus feat, commandeer +3 +2
7th +5 +2 +5 +2 Lead foot +4 +2
8th +6 +2 +6 +2 Redlining the needle +4 +2
9th +6 +3 +6 +3 Bonus feat, restore vehicle +5 +3
10th +7 +3 +7 +3 One with the machine +5 +3

The following features pertain to the Speed Demon advanced class.


Uncanny Dodge X
The Speed Demon gains the ability of Uncanny Dodge, or increases the potency
of this ability if she already has it. If the Speed Demon does not have Uncanny
Dodge 1 (usually gained as a Fast hero), she gains Uncanny Dodge 1: She
retains her Dexterity bonus to Defense (if any) regardless of being caught flat-
footed or struck by a hidden attacker. (She still loses her Dexterity bonus to
Defense if she’s immobilized.) If the Speed Demon already has Uncanny Dodge
1, she gains Uncanny Dodge 2: She can no longer be flanked; she can react to
opponents on opposite sides of herself as easily as she can react to a single
attacker.
If the Speed Demon already has Uncanny Dodge 2, then she gains no further
benefit from this ability.
Hit the Weak Spot
At 2nd level, the Speed Demon knows enough about vehicles to know the best
way to damage and disable them. Whether using a weapon or another vehicle,
the Speed Demon ignores the first 5 points of hardness when attacking a
vehicle.
Bonus Feats
At 3rd, 6th, and 9th level, the Speed Demon gets a bonus feat. The bonus feat
must be selected from the following list, and the Speed Demon must meet all of
the prerequisites for the feat to select it. Brawl, Builder, Dodge, Drive-By Attack,
Force Stop, Gearhead, Improved Brawl, Renown, Streetfighting, Vehicle Dodge,
Vehicle Specialization.
Vehicle Empathy
At 3rd level, the Speed Demon gains the supernatural ability to use Disable
Device with a vehicle with which she has the Vehicle Specialization feat. This is a
free action, but she must be touching the vehicle in question in order for the
ability to function. This may include popping the locks without tools, starting the
engine without keys, or cracking the engine block by touching the hood.
Need For Speed
At 4th level, the Speed Demon can improve the top speed of a ground or water
vehicle that she controls. The vehicle’s top speed is increased by 25%.
Nursing the Turns
At 5th level, the Speed Demon can get better performance out of a vehicle,
reducing some of its penalties. The Speed Demon may spend an action point to
negate the Maneuver penalty of a vehicle or Initiative penalty of a vehicle she
controls until the beginning of the Speed Demon’s next turn.
Commandeer
At 6th Level, the Speed Demon gains the supernatural ability to control a vehicle
even if she is not behind the wheel or otherwise in immediate control of the
vehicle. The Speed Demon makes all Drive checks for the vehicle as long as she
is in control. The Speed Demon must be in contact with the vehicle, and loses
control of it if she no longer maintains contact. The vehicle must be a vehicle
with which the Speed Demon has the Vehicle Specialization feat. The Speed
Demon must make a Drive check for commandeering a vehicle. The DC is 10 for
an otherwise uncontrolled vehicle or one in which the controller allows the Speed
Demon to assume control. If the controller of the vehicle resists the Speed
Demon’s attempts, the DC is 10 + the controller’s Drive skill.
Lead foot
At 7th level, the Speed Demon gains a +2 competence bonus on initiative checks
when controlling a vehicle.
Redlining the Needle
At 8th level, the Speed Demon treats Check/Roll Modifiers for All-Out and
Highway Speeds as Street Speeds (reduced to ?1 as opposed to ?2 and ?4,
respectively).
Restore Vehicle
At 9th level, the Speed Demon gains the supernatural ability to, as a move action
or part of a move action, restore a vehicle to working condition. The Speed
Demon spends an action point and restores up to 10 points of damage to a
vehicle she is in contact with. The restoration is magical in nature, and may be
performed while the vehicle is in motion. The Speed Demon may restore
damaged portions of the vehicle, such as tires, in the same manner.
One with the Vehicle
At 10th level, the Speed Demon develops supernatural reflexes behind the
wheel, effectively reacting as if vehicle and body were one. When the Speed
Demon is in control of a vehicle, she can add her Defense bonus to that of the
vehicle. The Defense bonus applies to all parts of the vehicle, including
windshields, tires, and passengers.

Steel Monk
Requirements
To qualify to become a Steel Monk, a character must fulfill the following criteria.
Base Attack Bonus: +2.
Skills: Knowledge (Theology & Philosophy), Tumble 6 ranks.
Feat: Personal Firearms Proficiency, Weapon Focus (any firearm), Two-weapon
Fighting
Class Information
Hit Die
1d8
Action Points
6 + one-half character level, rounded down, every time the Steel Monk attains a
new level in this class.
Class Skills
The Steel Monk's class skills (and the key ability for each skill) are: Climb (Str),
Diplomacy (Cha), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Hide (Dex),
Knowledge (current events, streetwise, theology & philosophy) (Int), Jump (Str),
Move Silently (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex),
Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +1 Close combat shot +0 +1
2nd +1 +0 +2 +2 Defense Bonus +1 +0
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Diamond Body, Slow Fall +2 +1
5th +3 +1 +3 +3 Lightning shot +3 +1
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Greater w focus +4 +2
8th +6 +2 +4 +4 Guns Akimbo +4 +2
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Abundant Step +5 +3

The following features pertain to the Steel Monk advanced class.


Close Combat Shot
At 1st level, a Steel Monk gains the ability to make a ranged attack with a
Medium-size or smaller firearm while in a threatened area without provoking an
attack of opportunity.
Defense Bonus
When unarmored and unencumbered, the Steel Monk adds her Wisdom bonus
(if any) to her AC. These bonuses to AC apply even against touch attacks or when
the Steel Monk is flat-footed. She loses these bonuses when she is immobilized
or helpless, when she wears any armor, when she carries a shield, or when she
carries a medium or heavy load.
Bonus Feats
At 3rd, 6th, and 9th level, the Steel Monk gets a bonus feat. The bonus feat must
be selected from the following list, and the Steel Monk must meet all the
prerequisites of the feat to select it. Advanced Firearms Proficiency, Advanced
Two-Weapon Fighting, Burst Fire, Dead Aim, Double Tap, Far Shot, Improved Two-
Weapon Fighting, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip
Shot, Strafe.
Diamond Body
Starting at 4th level, the Steel Monk gains total immunity to any mundane
poisons or diseases. She is still affected as normal by magical or psionic disease
or poison effects.
Slow Fall
Starting at 4th level, the Steel Monk within arm's reach of a wall can use it to
slow her descent. She can use a nearby wall to slow her descent and fall any
distance without harm.
Lightning Shot
Starting at 5th level, a Steel Monk can make a flurry of ranged attacks with a
personal firearm at the expense of accuracy. With a lightning shot, the Steel
Monk may make one extra ranged attack with a personal firearm in a round at
her highest base attack bonus. This attack and each other attack made in the
round take a -2 penalty. This ability can only be used when taking the full attack
action. The penalty applies to all attacks for one full round, including attacks of
opportunity.
Greater Weapon Focus
At 7th level, a Steel Monk receives a +1 competence bonus on attack rolls made
with the firearm selected for the Weapon Focus ability to apply for the class. This
bonus stacks with the earlier bonus.
Guns Akimbo
At 8th level, a Steel Monk ignores penalties for two-weapon fighting with a light
weapon in the off-hand. Penalties for two-weapon fighting with a medium
weapon in each hand is reduced from -4 to -2.
Abundant Step
At 10th level or higher, a Steel Monk can slip magically between spaces, as if
using the spell dimension door, once per day. She counts as a 10th level caster
for the purposes of the spells effects. The Steel Monk may gain additional uses
per day by expending an Action Point.

The Street Warrior


The fastest path into this advanced class is from the Strong hero basic class,
though other paths are possible.
Requirements
To qualify to become a Street Warrior, a character must fulfill the following
criteria.
Base Attack Bonus: +3
Skills: Knowledge (streetwise) 6 ranks.
Feats: Streetfighting, Brawl.
Other: Before or upon taking the Street Warrior advanced class, the Street
Warrior must have an allegiance to some urban area or group. This could include
a particular neighborhood or organization that would be suitable for an urban-
oriented character.
Class Information
Hit Die
Street Warriors gain 1d10 hit points per level. The character’s Constitution
modifier applies.
Action Points
Street Warriors gain a number of action points equal to 6 plus one-half their
character level, rounded down, every time they advance a level in this class.
Class Skills
The Street Warrior’s class skills are as follows: Bluff (Cha), Diplomacy (Cha),
Disable Device (Int), Drive (Dex), Gamble (Wis), Gather Information (Cha), Hide
(Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (popular culture,
streetwise, tactics) (Int), Move Silently (Dex), Profession (Wis), Sense Motive
(Wis), Spot (Wis), Survival (Wis)
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +2 +0 +0 Urban survival +1 +1
2nd +2 +3 +0 +0 Improvised weapons +1 +1
3rd +3 +3 +1 +1 Bonus feat +2 +1
4th +4 +4 +1 +1 Street cred +2 +2
5th +5 +4 +1 +1 Improved streetfighting +3 +2
6th +6 +5 +2 +2 Bonus feat +3 +2
7th +7 +5 +2 +2 Weapon specialization +4 +3
8th +8 +6 +2 +2 Improvised weapon damage +4 +3
9th +9 +6 +3 +3 Bonus feat +5 +3
10th +10 +7 +3 +3 Advanced streetfighting +5 +4

The following features pertain to the Street Warrior advanced class.


Urban Survival
At 1st level, the Street Warrior gains a +4 competence bonus on Survival checks
in urban areas, which includes the ability to follow tracks, hunt feral animals, find
(or lose) individuals in urban maze, find safe places to crash, and avoid hazards
peculiar to a city environment.
Improvised Weapons
At 2nd level, the Street Warrior becomes an expert at using improvised weapons.
The Street Warrior does not take a ?4 penalty on attack rolls when wielding an
improvised weapon.
Bonus Feats
At 3rd, 6th, and 9th level, the Street Warrior gets a bonus feat. The bonus feat
must be selected from the following list, and the Street Warrior must meet all of
the prerequisites for the feat to select it. Advanced Firearms Proficiency, Armor
Proficiency (Light), Combat Throw, Defensive Martial Arts, Elusive Target,
Knockout Punch, Improved Brawl, Improved Combat Throw, Improved Feint,
Improved Knockout Punch, Personal Firearms Proficiency, Weapon Focus,
Unbalance Opponent.
Street Cred
At 4th level, the Street Warrior adds his Reputation bonus to Charisma skill
checks in his home location, or in situations involving others of his chosen
allegiance(s). These skills include Bluff, Diplomacy, Gather Information, and
Intimidate.
Improved Streetfighting
The extra damage provided by the Streetfighting feat increases to 1d4+2.
Weapon Specialization
At 7th level, the Street Warrior gains weapon specialization with a specific melee
weapon (including unarmed strike). The weapon must be one in which the Street
Warrior has a Weapon Focus feat. He gets a +2 bonus on all damage rolls with
the chosen weapon. Should the Street Warrior not have a Weapon Focus, he
does not get this ability until such a time that he gains Weapon Focus.
Improvised Weapon Damage
At 8th level, the Street Warrior’s attacks with improvised weapons deal more
damage. He treats an improvised weapon as one size category larger than it is
for the purpose of determining the damage it deals.
Advanced Streetfighting
The extra damage provided by the Streetfighting feat increases to 1d4+4.

Swindler
The fastest path into this advanced class is from the Charismatic hero basic
class, though other paths are possible.
Requirements
To qualify to become a Swindler, a character must fulfill the following criteria.
Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks.
Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate,
Fast-Talk.
Class Information
Hit Die
The Swindler gains 1d6 hit points per level. The character's Constitution modifier
applies.
Action Points
The Swindler gains a number of action points equal to 7 + one-half his character
level, rounded down, every time he attains a new level in this class. (The
Swindler's ability to manipulate probability entitles him to a higher number of
action points per class level than other advanced classes.)
Class Skills
The Swindler's class skills are as follows: Bluff (Cha), Diplomacy (Cha), Disguise
(Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha),
Knowledge (behavioral sciences, business, civics, current events, history,
popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha),
Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand
(Dex), Speak Language (none), Tumble (Dex).
Skill Points at Each Level 6 + Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +1 +2 Cheat fate +0 +0
2nd +1 +0 +2 +3 Thousand faces +1 +0
3rd +2 +1 +2 +3 Bonus feat +1 +1
4th +3 +1 +2 +4 Fortune's favor (+2) +1 +1
5th +3 +1 +3 +4 Warp probability (30 ft.) +2 +1
6th +4 +2 +3 +5 Bonus feat +2 +2
7th +5 +2 +4 +5 Fortune's favor (+4) +2 +2
8th +6 +2 +4 +6 Warp probability (60 ft.) +3 +2
9th +6 +3 +4 +6 Bonus feat +3 +3
10th +7 +3 +5 +7 Fortune's favor (+6) +3 +3

The following class features pertain to the Swindler advanced class.


Cheat Fate
Fortune favors the Swindler. Once per day, he may reroll one roll that he has just
made before the success or failure of the result is announced. The Swindler
must take the result of the reroll, even if it's worse than the original roll.
Thousand Faces
A Swindler's ability to manipulate probability makes him unpopular in certain
circles, increasing the need for a ready number of disguises. At 2nd level, the
Swindler becomes a master of the quick disguise. He can don a convincing
disguise in one-tenth the normal time (1d4 minutes).
Bonus Feats
At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must
be selected from the following list, and the Swindler must meet all the
prerequisites of the feat to select it. Action Boost, Blind-Fight, Confident,
Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy.
Fortune's Favor
Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his
adversaries, making him harder to strike in combat. He can spend an action
point to gain a +2 luck bonus to Defense against all attacks for 1 round. The
Swindler must use this ability on his turn, and the bonus lasts until just before
the Swindler's next turn. A Swindler uses this ability instead of Dodge on his turn.
The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.
Warp Probability
At 5th level, the Swindler can affect another creature's attack roll, skill check,
ability check, level check, or saving throw. As a free action during another
creature's turn, the Swindler can spend an action point to alter the target's d20
roll result. The Swindler must be within 30 feet of the target, must be able to see
the target, and must declare that he's spending the action point before the result
of the target's roll is revealed. The Swindler's action-point die result counts either
as a bonus or penalty to the target's roll, at the Swindler's discretion.
At 8th level, the range of this ability increases to 60 feet.

The Technomancer
Technomancy, or the eldritch art of manipulating technology and advanced
science, came about by a council of eldritch sorcerers on the Coalition Star
Station of Istra. Technomancers are part computer scientist and part spell
caster. Their abilities reflect both their natural aptitude for logic as well as their
supernatural ability to manipulate it. The fastest way to the Technomancer
Advanced Class is through the Smart Hero basic class as the character must
have some basic resistance to heat. A character with equipment that grants

protection to fire may also qualify at the GM's discretion.


Requirements
To qualify to become a Technomancer, a character must fulfill the following
criteria.
Skills: Computer Use 6 ranks, Craft (electronics) 6 ranks, Knowledge (arcane
lore) 6 ranks, Repair 6 ranks.
Class Information
Hit Die
1d6
Action Points
6 + one-half character level, rounded down, every time the Technomancer
attains a new level in this class.
Class Skills
The Technomancer's class skills are as follows: Computer Use (Int),
Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical)
(Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int),
Knowledge (arcane lore, art, current events, history, popular culture, streetwise,
technology) (Int), Read/Write Language (none), Repair (Int), Research (Int),
Speak Language (none), Spellcraft (Int).
Skill Points at Each Level 7 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +0 +0 +2 Techno-Powers, Read Code +0 +0
2nd +1 +0 +0 +3 Degauss, Online Presence +0 +0
3rd +1 +1 +1 +3 Bonus feat +1 +1
4th +2 +1 +1 +4 Haywire, Machine Empathy +1 +1
5th +2 +1 +1 +4 Relay Text, Data read +2 +1
6th +3 +2 +2 +5 Bonus feat +3 +2
7th +3 +2 +2 +5 Electrical Discharge +3 +2
8th +4 +2 +2 +6 Remote Control +3 +3
9th +4 +3 +3 +6 Bonus Feat +4 +4
10th +5 +3 +3 +7 Summon Spacecraft +4 +4

The following features pertain to the Technomancer advanced class.


Techno-Powers
As a character progresses in the Technomancer class she gains a number of
spell-like abilities called Techno-powers. When a class ability is a Techno power it
will be marked as such parenthetically beside the class ability name. A
Technomancer may manifest a number of Techno powers per day equal to his
current Technomancer level plus his Intelligence modifier. The Technomancer
may manifest additional techno powers by spending an Action Point to do so.
Read Code (Techno power)
Beginning at 1st level, the Technomancer can understand both the nature of raw
computer code and what the program is intended to accomplish when
implemented. When manifested the Technomancer can determine both the
function of the program and any bugs or potential weak points in the design -
even if the code is written by an alien species or in such a manner that the
Technomancer has not encountered before.
Degauss (Techno power)
The Technomancer gains this eldritch power at 2nd level.
By touching a single device that contains electronic files, such as a computer,
external hard drive, CD-ROM, or magnetic disk, you erase all files on that device.
The device is rendered empty of data.
Online Presence (Techno power)
This is a techno power that once cast, lasts for the duration of the entire day.
Beginning at 2nd level, when attempting to use a Charisma-based skill such a
Bluff, Intimidate, Diplomacy, or Gather Information in an online situation, the
Technomancer adds any Technomancer levels as a circumstance bonus.
Bonus Feats
At 3rd, 6th, and 9th levels, the Technomancer gets a bonus feat. The bonus feat
must be selected from the following list, and the Technomancer must meet all of
the prerequisites for the feat to select it. Armor Proficiency (light), Alertness,
Arcane Skills, Builder, Cautious, Educated, Gearhead, Lightning Reflexes, Low
Profile, Meticulous, Renown, Studious, Windfall.
Machine Empathy
At 4th level, the Technomancer is so comfortable with technology that she gains
a +2 competence bonus with any electronic or mechanical device. This bonus
applies to all Computer Use checks made (as they are made with a computer).
Haywire (Techno power)
This eldritch curse lasts for 1 minute per Technomancer level plus 1 minute
Intelligence modifier of the Technomancer. The haywire curse causes a single
device to behave randomly and erratically, defying any attempts to bring it under
control. Cash registers display random prices and open their money drawers
repeatedly. Escalators surge forward, then reverse themselves. Automatic teller
machines flash random patrons' account balances on the screen as they spew
forth receipts (not money, though). It's impossible to describe the exact effects of
haywire on every modern device. In general, a machine subject to haywire
functions as if someone were pressing random buttons or otherwise
manipulating it randomly. Turning off a device subject to a haywire curse doesn't
work, because the curse disables the "off" switch. Cutting off the power supply
(by unplugging it, for example) disables the device 1d4 rounds later, ending the
curse.
Relay Text (Techno power)
The technomancer can cause a text message of up to 100 words to appear on
the screen of an electronic device capable of receiving such messages, such as
a cell phone, pager, PDA, or computer. If the device is turned on, the message
appears instantly; if not, the message appears as soon as someone turns it on.
The message remains visible until read by its intended target (declared upon
casting), then disappears, leaving no electronic record of its appearance. The
target of the message can also be a virtual target, such as a VRMail account, an
email account, or a public wall on a VRNode.
Data Read (Techno power)
The technomancer can run her fingers over any machine-readable data source (a
barcode, a computer disk, a CD, magnetic tape, or any similar record) to
understand the content of the data. She experiences the data as it would
normally be experienced through an appropriate machine. For example, if
reading a music CD, she hears the music in her head. If reading a word
processor file, she visualizes and read an image of the page. If reading a
barcode, she sees the serial number, pricing information, or other bar-coded
data. The amount of time required to experience the data is the same as that
required to read it by conventional means. You can normally read 2 pages of
documents in 1 minute. This spell does not decode encrypted data. Without the
encryption code, an encrypted document or file appears as a seemingly random
string of characters. If you know the encryption code, however, you can read
encrypted data normally with this spell.
Electrical Discharge (Techno power)
Electrical discharge can be used in two possible ways.
First it can be used to power up a machine that does not have a power source.
The machine is powered for a full day by the vital electricity that is pumped
through it by the spell. Second it can be used as an offensive electrical attack - a
lightning bolt. Such an attack is dealt across a 30ft line and deals 10d6 points of
electrical damage to any creature unfortunate enough to be caught in the way. A
reflex save DC 10 + 1/2 technomancer's level + technomancer's Int mod can
reduce the damage by half.
Remote Control (Techno power)
Remote Control is a techno power that lasts for 1 minute per Technomancer
level plus 1 minute per Intelligence modifier of the Technomancer. The
Technomancer gains immediate control of one medium-sized machine per level,
or two small-sized machines per level, or one large-sized machines per two
levels. These machines can be robots (which are allowed a Will save to resist -
DC 10 + 1/2 technomancer's level + technomancer's Int mod) or they can be
vehicles, automated gun turrets, security systems, security cameras or even
mundane devices like coffee machines. While controlling these machines the
machines must act according the Technomancer's will on their own turns to the
limits of their own capacity (for instance: a coffee machine can be made to make
coffee with varying quantities of milk and sugar, but not attack). The
Technomancer can control these devices remotely at a range of up to 100 feet.
Summon Spacecraft (Techno power)
This is a techno power that once cast, lasts for 2 hours per Technomancer level
plus 2 hours per point of Intelligence modifier. Recall that the standard Elysian
day is 26, not 24 hours. This spell summons a weaponless EliteCrafts "Traveller
Courier" (or equivalent) spaceship. See the EC (Elite Crafts) manufacturer or the
Starships of the United Republic subsection for details on the spacecraft.

Thrasher
The fastest path into this advanced class is from the Tough hero basic class,
though other paths are possible.
Requirements
To qualify to become an Thrasher, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Concentration 6 ranks, Survival 6 ranks.
Feats: Athletic or Endurance.
Class Information
Hit Die: Thrashers gain 1d12 hit points per level. The character’s Constitution
modifier applies.
Action Points: Thrashers gain a number of action points equal to 6 plus one-half
their character level, rounded down, every time they advance a level in this class.
Class Skills: The Thrasher’s class skills are as follows: Balance (Dex), Climb (Str),
Concentration (Con), Drive (Dex), Profession (Wis), Read/Write Languages
(none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Survival (Wis),
Tumble (Dex).
Skill Points at Each Level: 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +1 +0 Tough Defense +1 +0
2nd +1 +3 +2 +0 Ability surge 1/day +1 +0
3rd +2 +3 +2 +1 Bonus feat +2 +0
4th +3 +4 +2 +1 Uncanny dodge X +2 +0
5th +3 +4 +3 +1 Ability surge 2/day +3 +1
6th +4 +5 +3 +2 Bonus feat +3 +1
7th +5 +5 +3 +2 Damage reduction 5/+1 +4 +1
8th +6 +6 +4 +2 Ability surge 3/day +4 +1
9th +6 +6 +4 +3 Bonus feat +5 +2
10th +7 +7 +5 +3 Damage reduction 10/+1 +5 +2

The following features pertain to the Thrasher advanced class.


Tough Defense:
Using his constitution instead of his dexterity, the Thrasher applies his
Constitution bonus to his Defense instead of his Dexterity bonus. Any situation
that would deny the Thrasher his Dexterity bonus to Defense denies the
Constitution bonus.
Ability Surge:
At 2nd, 5th, and 8th level, the Thrasher can temporarily increase his Strength
and Dexterity, but at a penalty to saving throws. The Thrasher gains a +4 morale
bonus to both Strength and Dexterity, but takes a ?2 penalty on all saving
throws. Activating ability surge is a free action, and the surge lasts for as many
rounds as the character has Thrasher levels. Following an ability surge, the
Thrasher is fatigued (?2 to Strength and Dexterity) for as many rounds as he
surged, but may negate this penalty as a free action by spending an action point.
The Thrasher may use the ability surge once per day at 2nd level, twice per day
at 5th level, and three times per day at 8th level.
Bonus Feats:
At 3rd, 6th, and 9th level, the Thrasher gets a bonus feat. The bonus feat must
be selected from the following list, and the Thrasher must meet all of the
prerequisites for the feat to select it. Alertness, Blind-Fight, Brawl, Cleave,
Combat Expertise, Combat Reflexes, Far Shot, Focused, Great Cleave, Improved
Brawl, Improved Knockout Punch, Improved Trip, Knockout Punch, Power Attack.
Uncanny Dodge X:
The Thrasher gains the ability of Uncanny Dodge, or increases the potency of
this ability if he already has it. If the Thrasher does not have Uncanny Dodge 1
(usually gained as a Fast hero), he gains Uncanny Dodge 1: He retains his
Dexterity bonus to Defense (if any) regardless of being caught flat-footed or
struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he’s
immobilized.) If the Thrasher already has Uncanny Dodge 1, he gains Uncanny
Dodge 2: He can no longer be flanked; he can react to opponents on opposite
sides of himself as easily as he can react to a single attacker. If the Thrasher
already has Uncanny Dodge 2, then he gains no further benefit from this ability.
Damage Reduction:
Starting at 7th level, the Thrasher gains the ability to use the ambient magic
around him to shrug off some amount of injury from each attack. The Thrasher
gains damage reduction 5/+1. Subtract 5 from the damage the Thrasher takes
each time he is dealt damage from a physical attack usually weapons or natural
attacks but not energy attacks (magical or nonmagical in origin, spells, spell-like
abilities, or supernatural abilities). Ignore damage reduction if the damage is
from a magic weapon or attack of +1 bonus or higher. Damage reduction can
reduce damage to 0, but not below 0. Damage reduction does not stack with
itself unless otherwise stated if the Thrasher gains other forms of damage
reduction, apply the best damage reduction for the situation. Damage reduction
from the Thrasher class may stack with the Tough hero damage reduction tree;
in this case add the benefit of those damage reductions for attacks from melee
and ranged weapons. At 10th level, this damage reduction increases to 10/+1.

Tracer
The fastest path into this advanced class is from the Dedicated hero basic class,
though other paths are possible.
Requirements
To qualify to become a Tracer, a character must fulfill the following criteria.
Base Attack Bonus; +2
Skills: Investigate 6 ranks, Knowledge (behavioral sciences or streetwise) 6
ranks, Survival 6 ranks.
Feats: Track
Class Information
Hit Die
The Tracer gains 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
The Tracer gains a number of action points equal to 6 + one-half his character
level, rounded down, every time he attains a new level in this class.
Class Skills
The Tracer’s class skills are as follows: Climb (Str), Computer Use (Int), Disable
Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex),
Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise,
tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex),
Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
(Str).
Skill Points at Each Level 4 + Int modifier
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +1 +0 +2 +0 Target species, Urban Tracking +1 +0
2nd +2 +0 +3 +0 Swift strike +1d6 +2 +1
3rd +3 +1 +3 +1 Bonus feat +2 +1
4th +4 +1 +4 +1 Uncanny stealth (full speed) +2 +1
5th +5 +1 +4 +1 Swift strike +2d6 +3 +2
6th +6 +2 +5 +2 Bonus feat +3 +2
7th +7 +2 +5 +2 Uncanny stealth (charge/run) +4 +2
8th +8 +2 +6 +2 Swift strike +3d6 +4 +3
9th +9 +3 +6 +3 Bonus feat +4 +3
10th +10 +3 +7 +3 Swift tracking +5 +3

The following class features pertain to the Tracer advanced class.


Target Species
At 1st level, a Tracer selects a species or specific kind of creature his target
species. The Tracer must have previously encountered at least one member of
the target species to select it. An expert tracker, the Tracer gains a +2 bonus on
Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using
these skills against members of the target species. Likewise, he gets a +2 bonus
on weapon damage rolls against such creatures.
As a free action, a Tracer may spend an action point to change his target
species.
Urban Tracking
At 1st level, a Tracer gains the bonus feat Urban Tracking.
Swift Strike
At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly.
He deals +1d6 points of damage on successful melee and ranged weapon
attacks made against a flat-footed opponent. This extra damage can be lethal or
nonlethal, as determined by the choice of weapon and the manner in which it’s
used. The extra damage increases to +2d6 at 5th level and +3d6 at 8th level.
Bonus Feats
At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be
selected from the following list, and the Tracer must meet all the prerequisites of
the feat to select it. Advanced Combat Martial Arts, Advanced Firearms
Proficiency, Aircraft Operation (spacecraft), Alertness, Armor Proficiency (light),
Armor Proficiency (medium), Armor Proficiency (powered), Athletic, Combat
Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Improved Combat Martial
Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch,
Precise Shot, Shot on the Run, Skip Shot, Spacer, Stealthy, Trustworthy,
Unbalance Opponent.
Uncanny Stealth
Tracers learn to move quickly yet quietly. At 4th level, a Tracer no longer suffers
the ?5 penalty on Hide and Move Silently checks while moving at full speed.
At 7th level, a Tracer suffers only a ?10 penalty on Hide and Move Silently
checks while running or charging (instead of the normal ?20 penalty).
Swift Tracking
At 10th level, the Tracer can move a full speed without penalty when using the
Survival skill to track. He can move at twice normal speed while tracking, but
takes a ?10 penalty on the check when doing so.

War Shifter
War Shifters are generally strong warriors who are particularly well attuned to the
eldritch ley line of transmutation - not unlike the Quicksilver Alchemist. There are
a number of differences between these two transmutational paths however.
Whereas the Alchemists are commonly found among members of the Elvish race
the War Shifters are most commonly Duruki. War Shifters feel a strong
connection with the natural world (particularly with the beasts and birds native to
the Elysium Nebula) whereas the Alchemist transmutes non-living things and
feels closer kinship with earth and stone. The War Shifter alters his body to give
him a tactical edge in combat and in other situations. During the Duruki Kruthik
Wars entire squadrons of War Shifters would be employed to hold the line
against the invading aliens. The fastest path into this advanced class is from the
Strong hero basic class, though other paths are possible, in particular Fast or
Tough heroes whom are both quite physical.
Requirements
To qualify to become a War Shifter, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skills: Handle Animal 6 ranks, Swim 6 ranks.
Feat: Brawl, Wild Talent
Class Information
Hit Die
1d10
Action Points
6 + one-half character level, rounded down, every time the War Shifter attains a
new level in this class.
Class Skills
The War Shifter's class skills are as follows: Climb (Str), Craft (mechanical,
structural, visual art) (Int), Handle Animal (Cha), Jump (Str), Knowledge (art,
history, theology and philosophy), Profession (Wis), Research (Int), Ride (Dex),
and Swim (Str).
Skill Points at Each Level 3 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +1 Alternate Forms, Talon of the Beast +1 +0
2nd +1 +3 +0 +2 Bear Form +1 +0
3rd +2 +3 +1 +2 Bonus feat +2 +1
4th +3 +4 +1 +2 Cat Form +2 +1
5th +3 +4 +1 +3 Snake Form +3 +2
6th +4 +5 +2 +3 Bonus feat +3 +2
7th +5 +5 +2 +4 Dolphin Form +4 +3
8th +6 +6 +2 +4 Rhino Form +4 +3
9th +6 +6 +3 +4 Bonus feat +5 +4
10th +7 +7 +3 +5 Angel Form +5 +4

The following features pertain to the War Shifter advanced class.


Alternate Forms
As a character gains levels of War Shifter she accrues a number of alternate
forms which she can assume to grant her additional combat or situational
effectiveness. All of these abilities are eldritch or supernatural abilities and they
cannot be used by characters that are considered 'blunt' or unpsychic. A War
Shifter has limited use of its alternate forms. She gets a number of uses of her
Alternate Forms equal to 1 plus her Wisdom modifier (minimum 1) per day. She
can gain additional uses of alternate forms by expending an Action Point to do
so. With the exception of Talon of the Beast (which has an unlimited duration)
the Alternate Forms last for a number of rounds equal to 3 + the character's
Constitution modifier.
Talon of the Beast
At 1st level, the War Shifter can swap his forearm for a massive talon of
hardened bone. Manifesting this Talon of the Beast counts as a use of an
Alternate Form. This piercing weapon deals 1d10 points of melee damage
(20/x2 critical). Only one forearm at a time can be converted into a Beast Talon -
and when it is in Talon mode it is completely useless as a non-fighting
appendage. It cannot be used to perform any tasks that require manipulating an
object with fingers (it can only stab things). Switching to and from the Talon is a
free action. Once activated the arm can be kept in Talon mode for as long as the
character wants to leave it that way (there is no time limit) though in normal
society a big talon forearm will stand out.

Bear Form
Bear form is the basic attack form of
the War Shifter and is available by 2nd
level. A character in medium or heavier
armor cannot assume bear form. A
character in Bear Form gets a +4
Strength modifier and deals 1d8 points
of damage with her unarmed attacks.
She additionally gets a natural armor
bonus equal to her current level of War
Shifter.
Bonus Feats
At 3rd, 6th, and 9th levels, the War
Shifter gets a bonus feat. The bonus
feat must be selected from the
following list, and the War Shifter must
meet all of the prerequisites for the feat
to select it. Advanced Two-Weapon Fighting, Blind-Fight, Combat Expertise,
Cleave, Combat Reflexes, Dead Aim, Exotic Melee Weapon Proficiency, Far Shot,
Great Cleave, Improved Bull Rush, Improved Disarm, Improved Trip, Improved
Two-Weapon Fighting, Power Attack, Sunder, Two-Weapon Fighting, Weapon
Focus.
Cat Form
Starting at 4th level, the War Shifter can assume the form of an extremely
stealthy humanoid cat. Her skin develops fine black hair (like a black panther)
and she becomes extremely hard to detect in shadows and she becomes
extremely silent. A character in medium or heavier armor cannot assume cat
form. Cat Form grants a +2 bonus on Hide and Move Silently checks for each
level of War Shaper the character has (maximum +20 on each). The Hide bonus
is halved in well-lit areas but doubled in dark conditions. Cat Form grants a +1
bonus on Climb and Jump checks for each level of War Shaper the character has
(maximum +10 on each). Unarmed attacks in Cat Form deal 1d6 points of lethal
damage.
Snake Form
Starting at 5th level the War Shifter can transform into a Snake allowing it to fit
through very small areas. Additionally Snake Form grants the War Shifter a +10
bonus on Grapple checks and allows it a special constriction attack when it is
grappling a target. Each round that a Snake Form War Shifter successfully
grapples its target it automatically deals 2d6 plus Strength points of constriction
damage.
Aquatic Form
At 7th level, a War Shifter can assume Aquatic Form. Aquatic form can be used
to either optionally transform entirely into a dolphin-like water-breathing creature
or to transform into a hybrid 'merfolk' type form with the lower half of a Dolphin
and the upper half of a dolphin-skinned humanoid. The dolphin form grants a
60ft Swim speed and a +20 bonus on Swim checks. The merfolk form grants a
30ft Swim speed and a +10 bonus on Swim checks. In the either form the War
Shifter develops gills (unlike a real dolphin) and can breathe comfortably
underwater.
Rhino Form
Starting at 8th level, the War Shifter can assume the form of a charging
rhinoceros. The Rhino Form is extremely resilient. Rhino form grants a +4 bonus
to Constitution. Rhino Form additionally grants a natural armor bonus equal to
the character's current level of War Shifter and Damage Reduction equal to half
the War Shifter's level (rounding down). The Rhino form grants a powerful horn
melee attack. In melee the horn deals 1d10 points of damage. The strength
modifier on the horn is doubled when the War Shifter charges.
Angel Form
At 10th level or higher, a War Shifter can assume the form of an angelic
humanoid creatures with a vast set of wings. In such a form she gains a 60ft fly
speed with perfect maneuverability. Additionally she gains a DR 10/magic from
her supernatural form and becomes immune to the effects of vacuum. Angel
Form does not require that the War Shifter breathe so in Angel Form the War
Shifter cannot suffer from inhaled poisons or from suffocation effects.

The Wildlord
The fastest path into this advanced class is from a combination of Strong and
Tough hero basic classes, though other paths are possible.
Requirements
To qualify to become a Wildlord, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Handle Animal 6 ranks, Survival 6 ranks.
Class Information
Hit Die
Wildlords gain 1d8 hit points per level. The character’s Constitution modifier
applies.
Action Points
Wildlords gain a number of action points equal to 6 plus one-half their character
level, rounded down, every time they advance a level in this class.
Class Skills
The Wildlord's class skills are as follows: Climb (Str), Concentration (Con), Drive
(Dex), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Behavioral
sciences, earth and life sciences, physical sciences), Move Silently (Dex),
Navigate (Int), Pilot (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis),
Swim (Str), Treat Injury (Wis).
Skill Points at Each Level 5 + Int modifier.
Class Features
Level BAB Fort Ref Will Special D.B. Rep
1st +0 +2 +0 +2 Animal empathy +1 +1
2nd +1 +3 +0 +3 Track, animal companion +1 +1
3rd +2 +3 +1 +3 Bonus feat, fast climb +2 +1
4th +3 +4 +1 +4 Resist venom, call companion +2 +2
5th +3 +4 +1 +4 Skill mastery +3 +2
6th +4 +5 +2 +5 Bonus feat +3 +2
7th +5 +5 +2 +5 Expert in your field +4 +3
8th +6 +6 +2 +6 Command/rebuke animals +4 +3
9th +6 +6 +3 +6 Bonus feat, transform companion +5 +3
10th +7 +7 +3 +7 Command/rebuke magical beasts +5 +4

The following features pertain to the Wildlord advanced class.


Animal Empathy
At 1st level, the Wildlord gains the ability to use her Handle Animal skill to
improve the attitude of an animal or magical beast. The interaction is treated as
a Diplomacy skill check, with Handle Animal used instead of Diplomacy. The
Wildlord needs to be within 30 feet of the creature to use this ability.
Most domestic animals have a starting attitude of indifferent, while most wild
animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial
reaction of hostile to strangers.) The Wildlord may also seek to influence magical
beasts (including those she has never encountered before) at a ?4 penalty.
Animal empathy does not function on vermin.
Track
At 2nd level, the Wildlord gains Track as a bonus feat, if she does not already
have it.
Animal Companion
At 2nd level, the Wildlord may spend an action point to transform an
encountered animal into an animal companion. This requires a full-round action.
The animal must already be friendly in attitude toward the Wildlord. This animal
accompanies the Wildlord on her adventures as is appropriate to its species. The
Wildlord may have a single animal companion at a time. Choose an animal from
the following list: Ape, bear, big cat, boar, crocodile, deinonychus, dog (medium),
donkey, eagle, elephant, herd animal (such as cow, camel, or bison), horse,
lizard, monkey, octopus, porpoise, snake (constrictor, viper), squid, tiger, or wolf.
The creature may be an animal of Shadow. The animal cannot have more Hit
Dice than the Wildlord has character levels. The animal chosen remains an
animal, but may gain additional abilities according to the level of the Wildlord
(see Animal Companions, below). The player running a Wildlord should consider
the fact that certain animals may create problems in urban areas. The Wildlord
may release the animal back to the wild, regaining the action point initially spent
in the process. The Wildlord does not regain the action point if the creatures
dies. In either case, the Wildlord must wait at least 24 hours before attempting
to gain another animal companion.
Bonus Feats
At 3rd, 6th, and 9th level, the Wildlord gets a bonus feat. The bonus feat must be
selected from the following list, and the Wildlord must meet all of the
prerequisites for the feat to select it. Animal Affinity, Athletic, Dodge, Endurance,
Focused, Personal Firearms Proficiency, Renown, Stealthy.
Fast Climb
At 3rd level, the Wildlord becomes an expert at climbing. A successful Climb
check allows her to move her full speed rather than at half speed when climbing.
Resist Venom
At 4th level, the Wildlord gains +4 resistance bonus on saving throws against
natural poisons.
Call Companion
At 4th level, the Wildlord gains the supernatural ability to call her animal
companion to her. The animal companion must be in the area (within a mile of
the Wildlord’s location), and will arrive within 10d6 minutes. Situations which the
Wildlord and animal companion are clearly separated the animal will express
consternation and distress but will not be able to respond.
Skill Mastery
At 5th level, the Wildlord designates one skill from her Wildlord class skill list.
When making a check with this skill, the Wildlord may take 10 even if stress and
distractions would normally prevent her from doing so. She becomes so certain
in the use of this skill that she can use it reliably even under adverse conditions.
Expert in Your Field
At 7th level, the Wildlord is considered to be a master of nature lore, animals,
and plants. The Wildlord gains a circumstance bonus equal to her Reputation
bonus when making skill checks that are directly involved with her knowledge of
the natural world. Such skills would include applicable Knowledge skills, as well
as such social skills as Intimidate and Bluff when animals are involved.
Command/Rebuke Animals
At 8th level, the Wildlord may spend an action point to turn, command, or rebuke
animals. This functions in the same manner as the ability to turn undead for the
Acolyte.
Transform Companion
At 9th level, the Wildlord gains the supernatural ability to transform her animal
companion into a small, inert object, such as a charm, a totem, or a stuffed
animal, that may be carried around. While in object form, the transformed
companion has the properties of the item. The Wildlord may, as a move action or
part of a move action, cast the object to the ground and cause it to immediately
take its original form. The transformed creature is considered a magical beast as
long as it remains the Wildlord’s companion.
Command/Rebuke Magical Beasts
At 10th level, the Wildlord may spend an action point to turn, command, or
rebuke magical beasts. This functions in the same manner as the ability to turn,
command, or rebuke undead for the Acolyte.
Animal Companions
As the Wildlord grows in power and ability, so too does the power of her animal
companion.
Class Level: The level of the Class Bonus Natural Str/Dex
Wildlord. Special
Level HD Armor Adj.
Bonus HD: These are extra Link, share
eight-sided (d8) Hit Dice, each 2-3 +0 0 +0
spells
of which gains a Constitution 4-5 +2 2 +1 Evasion
modifier, as normal.
6 +4 4 +2 Devotion
remember that extra Hit Dice
improve the animal 7 +6 6 +3 Multiattack
companion’s base attack and 8 +8 8 +4 -
base save bonuses. An Improved
9 +10 10 +5
animal companion’s base evasion
attack bonus is equal to a 10 +12 12 +6 -
Wildlord whose level equals
the animal’s HD. An animal companion has good Fortitude and Reflex saves
(treat it as a character whose level equals the animal’s HD). The animal
companion doesn’t gain any extra skill points or feats for bonus HD.
Natural Armor: The number listed here is an improvement to the animal
companion’s natural armor rating.
Str/Dex Adj: Add this figure to the animal companion’s Strength and Dexterity
scores.
Link (Ex): The Wildlord gains a +4 circumstance bonus on Animal Empathy and
Handle Animal checks made regarding the animal companion.
Evasion (Ex): If the animal companion is subjected to an attack that normally
allows a Reflex saving throw for half damage, it takes no damage if it makes a
successful saving throw.
Devotion (Ex): The animal companion’s devotion to its master is so complete, it
gains a +4 morale bonus on all Will saves against Enchantment spells and
effects.
Multiattack (Ex): The animal companion gains the Multiattack feat, if it has 3 or
more natural attacks. If it does not have the requisite 3 or more natural attacks,
the animal companion instead gains a second attack with its primary natural
attack, albeit at a ?5 to the base attack bonus.
Improved Evasion (Ex): If the animal companion is subjected to an attack that
normally allows a Reflex saving throw for half damage, it takes no damage if it
makes a successful saving throw and only half damage if the saving throw fails.

You might also like