| Hero Level | Attack Bonus | Class Features |
| 1 | 0 | Defense Bonus, Starting Feats, talents, skills |
| 2 | 1 | Bonus Feat |
| 3 | 2 | Talent : Train Skill |
| 4 | 3 | Bonus Feat : Attribute + |
| 5 | 3 | Talent |
| 6 | 4 | Bonus Feat |
| 7 | 5 | Talent : Train Skill |
| 8 | 6 | Bonus Feat : Attribute + |
| 9 | 6 | Talent |
| 10 | 7 | Bonus Feat |
| 11 | 8 | Talent : Train Skill |
| 12 | 9 | Bonus Feat : Attribute + |
| 13 | 9 | Talent |
| 14 | 10 | Bonus Feat |
| 15 | 11 | Talent : Train Skill |
| 16 | 12 | Bonus Feat : Attribute + |
| 17 | 12 | Talent |
| 18 | 13 | Bonus Feat |
| 19 | 14 | Talent : Train Skill |
| 20 | 15 | Bonus Feat : Attribute + |
Class Skills : train in 5 + Int modifier
| Climb | Initiative | Knowledge (all) | Mechanics(all) | Perception | - |
| Pilot | Ride | Stealth(all) | Survival(all) | Swim | Treat Injury(all) |
Strength is also useful for the scout trained in athletic skills
Each level you can distribute 5 + Int modifier in skill ranks to any available skill.
- You may not have a higher training or skill ranking than your character level
Hit Points : level 1 receive 24 hitpoints + constitution modifier
- further levels gain 1d8 + con modifier
The Force : Receive 5 points.
Class Features
Defensive bonus : at level 1 gain + 1 to Fortitude Defense, and +2 to Reflex DefenseAt level 1 gain 1 extra Feat
Starting Feat: at level 1 gain these Feats -
Second Wind
Shake It Off
Weapon Proficiency (pistol) & (rifles) & (simple weapons)
Talents :
At first level and every odd level you may choose from any of the following talent trees but you must meet the prerequisites of any chosen talentAwareness: You are good at noticing things others might not.
- Acute senses: You may choose to reroll any perception check, but the result must be accepted.
- Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving your normal speed. (-5 penalty if you don't have this talent)
- Prerequisite: Acute Senses
- Improved Initiative: You may choose to reroll any initiative check but the result must be accepted.
- Prerequisite: Acute Senses
- Keen Shot: You take no penalty on your attack roll when attacking a target with concealment (but not total concealment)
- Prerequisite: Acute Senses
- Uncanny Dodge: You retain your Dex bonus to your reflex defense regardless of being flatfooted or attacked by hidden attackers (you loose this bonus if you are immobilized)
- Prerequisite: Improved Initiative
- Extreme Uncanny Dodge: You can not be flanked, you can react to people no matter what side of you they are on.
- Prerequisite: Uncanny Dodge
- Improved Stealth: You may reroll any stealth check but must take the result
- Hidden Movement: You can stay hidden while moving. Take no penalty on stealth check while moving at normal speed
- Prerequisite: Improved stealth
- Total Concealment: Any situation that would give you concealment grants to total concealment
- Prerequisite: Hidden Movement
- Surefooted: Your speed is not reduced by difficult terrain
Fringer: You know how to get by on even the most isolated planets
- Barter: You may reroll any persuasions check when trying to purchase items at a better price. (Must take result)
- Fringe savant: When ever you roll a natural 20 on a skill check you gain a temporary force point.
- The point is lost if it is not used by the end of the encounter
- Sweet Talker: Having dealt with many cultures you know just what to say. You may reroll a persuasion check on any conversation. (Must take result)
- Prerequisite: Barter
- Make do: Having little to work with, you find ways to make things work. You may reroll a mechanic check. (result must be taken)
Survivor: As an explorer you are trained to deal with whatever you may encounter.
- Evasion: If you are hit by an area attack, you take 1/2 damage. (take none if it misses)
- Bind Wound: Having been alone you often need to take care of yourself. You may reroll a Treat Injury check. (result must be taken) This also removes all penalties for treating yourself when trying to heal yourself
- Prerequisite: Treat Injury skill
- Extreme Effort: You can spend 2 swift actions to gain a +5 bonus and a single strength check or strength based skill check made during that round.
- Long Strider: increase speed by 2 squares if you are wearing light (or none) armor
- Sprinter: May increase your run speed by 4 times normal if you are wearing light (or none) armor
- Prerequisite: Long Strider
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