Advanced Classes I

This material is Open Game
Content, and is licensed for public use under the terms of the Open Game
License v1.0a.

ADVANCED
CLASSES

An advanced class represents
a focus and a calling for the experienced adventurer. It provides a
specialization and a range of power and ability to give a character that
something extra to set him or her apart.

Although each advanced class
naturally builds from a certain basic class, every advanced class is available
to all characters who fulfill the prerequisites of the class, regardless of
what basic classes they have gained levels in. The associations between basic
classes and advanced classes are summarized on the following table.

  Strong
  Fast
  Tough
  Smart
  Dedicated
  Charismatic
  1 The given basic class
 provides the fastest path to both of the associated advanced classes, though
 not the only path.

The Gamemaster may add
advanced classes specifically suited to his or her campaign. Conversely, the GM
can decide that certain advanced classes aren’t available in the campaign.
Check with your GM before selecting an advanced class.

== **Qualifying for an Advanced**
Class **==**

Advanced classes are like
basic classes, except that they have requirements that must be met before a
character can attain 1st level in the class. A character who qualifies can
choose an advanced class as an additional class as he or she gains levels,
using the multiclassing rules. Some combination of base attack bonus, feats,
and skill ranks determines whether a character is eligible to gain a level in
an advanced class.

**Base Attack Bonus:** +3.

**Skill:** Knowledge (tactics) 3 ranks.

**Feat:** Personal Firearms Proficiency.

**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: **5 + Int modifier.**

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.

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.

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.

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.

## 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.

**Feats:** Combat Martial Arts, Defensive Martial Arts.

### Class Information

**Hit Die:** 1d8

**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

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.

## GUNSLINGER

### Requirements

To qualify to become a
Gunslinger, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Skills:** Sleight of Hand 6 ranks, Tumble 6 ranks.

**Feat:** Personal Firearms Proficiency.

### Class Information

**Hit Die:** 1d10

**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

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.

### Bullseye

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.

INFILTRATOR

### Requirements

To qualify to become an
Infiltrator, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Skills:** Hide 6 ranks, Move Silently 6 ranks.

### Class Information

The following information
pertains to the Infiltrator advanced class.

**Hit Die:** 1d8

**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: **7 + Int modifier.**

### Class Features

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.

## DAREDEVIL

### Requirements

To qualify to become a
Daredevil, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Skills:** Concentration 6 ranks, Drive 6 ranks.

**Feat:** Endurance.

### Class Information

The following information
pertains to the Daredevil advanced class.

**Hit Die:** 1d10

**Action Points:** 6 + one-half character level, rounded down, every
time he or she 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, Streetfighting, 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
Gamemaster 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.

## BODYGUARD

### Requirements

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

**Base Attack Bonus:** +2.

**Skills:** Concentrate 6 ranks, Intimidate 6 ranks.

**Feat:** Personal Firearms Proficiency.

### Class Information

The following information
pertains to the Bodyguard advanced class.

**Hit Die:** 1d12

**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: **3 + 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, Streetfighting, 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.

## FIELD SCIENTIST

### Requirements

To qualify to become a Field
Scientist, a character must fulfill the following criteria.

**Skills:** 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.

**Hit Die:** 1d8

**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, Gearhead, 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.

## TECHIE

### Requirements

To qualify to become a
Techie, a character must fulfill the following criteria.

**Skills:** Computer Use 6 ranks, either Craft (electronic) 6
ranks or Craft (mechanical) 6 ranks, and Disable Device 6 ranks.

### Class Information

The following information
pertains to the Techie advanced class.

**Hit Die:** 1d6

**Action Points:** 6 + one-half character level, rounded down, every
time the Techie attains a new level in this class.

### Class Skills

The Techie’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

The following features
pertain to the Techie advanced class.

### Jury-Rig

A Techie gains a +2
competence bonus on Repair skill checks made to attempt temporary or
jury-rigged repairs. See the Repair skill for details on jury-rigging.

At 7th level, this competence
bonus increases to +4.

### Extreme Machine

If it has mechanical or electronic
components, a Techie 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 Techie 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.

The Techie performs the
extreme modifications in 1 hour. The Techie can’t take 10 or take 20 on this
check. If the check succeeds, the effect of the improvement lasts for a number
of minutes equal to his or her Techie class level, beginning when the object is
first put into use. The Techie selects the 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 Techie gets a bonus feat. The bonus feat must be selected from the
following list, and the Techie must meet all the prerequisites of the feat to
select it.

Builder, Cautious, Combat
Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot,
Studious.

### Build Robot

A Techie of 4th level or
higher can build remote-controlled robots that are Tiny or Diminutive in size.
These robots serve as the Techie’s eyes, ears, or hands out to a predetermined
distance away from the character when the Techie wants to use one of the
following skills: Computer Use, Demolitions, Disable Device, Listen, Repair, or
Spot.

The Techie must have at least
1 rank in the skill that he wants to program into the robot. The Techie can
only control one robot at a time, and only one of his robots can be active at
any time.

Follow these steps to build a
robot.

**Wealth Check:** The purchase DC for the components needed to
construct a robot is based on the robot’s size.

  Tiny

Make the Wealth check to
purchase and gather the necessary components prior to starting construction.

**Construct Frame:** The robot’s body determines its size, shape,
locomotion, and hit points. The DC of the Craft (mechanical) check is set by
the robot’s size and modified by the form of locomotion selected.

  Diminutive
  Tiny

Select a frame size and form,
add manipulators and sensors as necessary, and choose a type of remote control
link. Add all the modifiers to determine the check’s DC. Make the Craft
(mechanical) check to construct the robot’s frame.

It takes a Techie 30 hours to
construct a Diminutive robot frame or 12 hours to construct a Tiny robot frame.

A Diminutive robot can be 6
to 12 inches long or tall and weighs about 1 pound. A Tiny robot can be 13 to
24 inches long or tall and weighs up to 3 pounds. Statistics for these robots
can be found in the Creature listings.

Construct the Electronics: The next step is to build the
internal electronics for the robot and install them in the frame. The DC is
based on the size of the robot and modified by the number of components that
need to be wired together. For a Diminutive robot, the DC is 20. For a Tiny
robot, the DC is 15. Add +1 to the DC for each external component and +2 for
the remote link. Make the Craft (electronic) check.

It takes a Techie 12 hours to
wire a Diminutive robot or 6 hours to wire a Tiny robot.

**Program the Robot:** The Techie programs the robot as the final step.
Decide how many ranks of the appropriate skill to program into the robot, up to
the number of ranks the Techie has in the skill. A Techie’s robot can only
contain programming for one skill. Make the Computer Use check to program the
robot.

The DC for the Computer Use
check is 20, modified by the number of ranks the Techie wants to program into
the robot (+1 to the DC for each rank). It takes 1 hour to program the robot.

Reprogramming: A robot 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 robot).

### Mastercraft

At 5th level, the Techie
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
Techie can build electronic devices. With Craft (mechanical), the Techie 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 Techie 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.

In addition to the Wealth
check, the Techie must also pay a cost in experience points equal to 25 x his
or her Techie level x the bonus provided by the mastercraft feature. The XP
must be paid before making the Craft check. If the expenditure of these XP
would drop the Techie to below the minimum needed for his or her current level,
then the XP can’t be paid and the Techie can’t use the mastercraft ability
until he or she gains enough additional XP to remain at his or her current
level after the expenditure is made.

When successfully completed,
a mastercraft object provides a +1 bonus to its quality compared to an ordinary
object of the same type. All weapons and armor, and certain other types of
equipment, such as computers and electronic devices, can be constructed as
mastercraft objects.

At 8th level, the Techie can
add the mastercraft ability to another Craft skill, or he or she can improve
his or her ability in the skill selected at 5th level, so that his or her
mastercraft objects provide a +2 bonus.

At 10th level, the Techie
adds another +1 bonus to his or her mastercraft ability. If the Techie focuses
his or her ability on one Craft skill, his or her mastercraft objects now
provide a +3 bonus. If the Techie already has the ability for both Craft
skills, he or she chooses which one to improve to a +2 bonus.

The Craft DC for a
mastercraft object is the same as for a normal object of the same type, as
described in the Craft skill, with the following modification: For a +1 object,
add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3
object, add +10 to the Craft DC.

## FIELD MEDIC

### Requirements

To qualify to become a Field
Medic, a character must fulfill the following ­criteria.

**Base Attack Bonus:** +2.

**Skills:** Treat Injury 6 ranks, Spot 6 ranks.

**Feat:** Surgery.

### Class Information

The following information
pertains to the Field Medic advanced class.

**Hit Die:** 1d8

**Action Points:** 6 + one-half character level, rounded down, every time
the Field Medic attains a new level in this class.

### Class Skills

The Field 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

The following features
pertain to the Field Medic advanced class.

### Medical Specialist

The Field 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
Field 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 Field 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 Field Medic gets a bonus feat. The bonus feat must be selected from the
following list, and the Field 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, Vehicle Expert.

### Medical Mastery

When making a Treat Injury
skill check, a Field 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
Field 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
Field 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 Field Medic fails the
skill check or the patient fails the save, the dead character can’t be saved.

### Medical Miracle

At 10th level, a Field Medic
can revive a character reduced to –10 hit points or lower. If the Field 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 Field 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 Field Medic fails the
skill check or the patient fails the Fortitude save, the dead character can’t
be restored.

## INVESTIGATOR

### Requirements

To qualify to become an
Investigator, a character must fulfill the following criteria.

**Base Attack Bonus:** +2.

**Skills:** Investigate 6 ranks, Listen 6 ranks, Sense Motive 6
ranks.

### Class Information

The following information
pertains to the Investigator advanced class.

**Hit Die:** 1d6

**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

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, 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.

PERSONALITY

### Requirements

To qualify to become a
Personality, a character must fulfill the following criteria.

**Skills:** Diplomacy 6 ranks, Perform (select one) 6 ranks.

**Feat:** Renown.

### Class Information

The following information
pertains to the Personality advanced class.

**Hit Die:** 1d6

**Action Points:** 6 + one-half character level, rounded down, every
time the Personality attains a new level in this class.

### Class Skills

The Personality’s class
skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual
arts) (Int), Craft (writing) (Int), Diplomacy (Cha), Knowledge (art, behavioral
sciences, business, civics, current events, popular culture) (Int), Perform (act,
dance, sing, stand-up) (Cha), Profession (Wis), Read/\_Write Language (none),
Speak Language (none).

**Skill Points at Each**
Level: **5 + Int modifier.**

### Class Features

The following features
pertain to the Personality advanced class.

### Unlimited Access

When others would normally
make a Diplomacy check or Bluff check to smooth-talk or trick their way into a
private party or invitation-only event, the Personality adds a bonus equal to
his or her Personality level.

When a Personality buys a
ticket to a show or for transportation, he or she can make a Diplomacy check to
get that ticket upgraded.  DCs are given
below.

 field pass
  Hotel room to suite
  Concert or theater ticket
 to backstage pass
  Economy transportation to
 first-class

Bonus Class Skill

At 2nd and again at 7th
level, the Personality designates one cross-class skill as a class skill. Once
designated, the skill is considered a class skill every time the character adds
a new level of Personality.

### Bonus Feats

At 3rd, 6th, and 9th level,
the Personality gets a bonus feat. The bonus feat must be selected from the
following list, and the Personality must meet all the prerequisites of the feat
to select it.

Alertness, Animal Affinity,
Combat Expertise, Confident, Creative, Deceptive, Defensive Martial Arts,
Educated, Trustworthy.

### Royalty

At 4th and 8th level, a
Personality’s activities in the public eye generate extra income. This income
provides a Wealth bonus increase of +4.

### Winning Smile

At 5th level, a Personality
develops such a force of personal magnetism that he or she can convince a
single target to regard him or her as a trusted friend. (If the target is
currently being threatened or attacked by the Personality or his or her allies,
this ability won’t work.)

The target makes a Will
saving throw to avoid being persuaded by the Personality’s words and actions.
The DC is 10 + Personality’s class level + Personality’s Charisma bonus.

This ability doesn’t enable
the Personality to control the target, but the target perceives the
Personality’s words and actions in the most favorable way. The Personality can
try to give the target orders, but he or she must win an opposed Charisma check
to convince the target to perform any actions the target wouldn’t normally
undertake. The target never obeys suicidal or obviously harmful orders, and any
act by the Personality or his or her allies that threatens the target breaks
the mood and clears the target’s head. Otherwise, a target remains won over for
1 minute per Personality level.

After the duration expires,
the GM determines the reaction and attitude of the target based on what the
Personality compelled the target to do.

This is a Mind-Affecting
ability.

### Compelling Performance

At 10th level, a
Personality’s force of personal magnetism increases to the point that he or she
can arouse a single emotion of his or her choice—despair, hope, or rage—in a
target. To use this ability, the Personality must spend 1 action point. The
emotion he or she arouses affects one target (a GM character) within 15 feet of
the Personality (or within 15 feet of a television, radio, or telephone that
broadcasts the Personality’s performance). The performance requires a
full-round action, and its effects on the target last for 1d4+1 rounds.

The target makes a Will
saving throw. The DC is 10 + Personality’s class level + Personality’s Charisma
bonus. If the target succeeds at the saving throw, he or she is immune to the
compulsion of this performance. If the target fails, he or she reacts to the
emotion as described below.

Despair: The target takes a
–2 morale penalty on saving throws, attack rolls, ability checks, skill checks,
and weapon damage rolls.

Hope: The target gains a +2
morale bonus on saving throws, attack rolls, ability checks, skill checks, and
weapon damage rolls.

Rage: The target gains a +2
morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and
a –1 penalty to Defense. In a dramatic situation, the target is compelled to
fight, regardless of the danger.

## NEGOTIATOR

### Requirements

To qualify to become a
Negotiator, a character must fulfill the following criteria.

**Skills:** Bluff 6 ranks, Diplomacy 6 ranks.

**Feat:** Alertness.

### Class Information

The following information
pertains to the Negotiator advanced class.

**Hit Die:** 1d8

**Action Points:** 6 + one-half character level, rounded down, every
time the Negotiator attains a new level in this class.

### Class Skills

The Negotiator’s class skills
(and the key ability for each skill) are: Bluff (Cha), Computer Use (Int),
Diplomacy (Cha), Drive (Dex), Gamble (Wis), Gather Information (Cha),
Intimidate (Cha), Investigate (Int), Knowledge (behavioral sciences, business,
civics, current events, popular culture, streetwise) (Int), Profession (Wis),
Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot
(Wis).

**Skill Points at Each**
Level: **5 + Int modifier.**

### Class Features

All of the following are
features of the Negotiator advanced class.

### Conceal Motive

A Negotiator gets to add a
bonus equal to his or her Negotiator level whenever he or she opposes a Sense
Motive check.

### React First

Starting at 2nd level, a
Negotiator gains the ability to react first when trying to make a deal or
mediate a settlement. The Negotiator must make contact and speak to the
participants prior to the start of combat. If he or she does this, he or she
gains a free readied action that allows the Negotiator to make either a move or
attack action if either side in the negotiation (other than the Negotiator)
decides to start hostilities. The Negotiator gets to act before any initiative
checks are made, in effect giving him or her the benefit of surprise.

### Bonus Feats

At 3rd, 6th, and 9th level,
the Negotiator gets a bonus feat. The bonus feat must be selected from the
following list, and the Negotiator must meet all the prerequisites of the feat
to select it.

Advanced Firearms
Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Attentive,
Confident, Dead Aim, Deceptive, Educated, Far Shot, Iron Will, Personal
Firearms Proficiency, Trustworthy.

### Talk Down

A Negotiator of 4th level or
higher can talk his or her way out of trouble. Either prior to the start of
hostilities or during combat, the Negotiator can talk down a single opponent
within 15 feet of his or her position or otherwise able to hear the
Negotiator’s voice. The target must be able to understand the Negotiator. That
opponent immediately stops fighting and reverts to an indifferent attitude
regarding the Negotiator and the situation in general. Any hostile action by
the Negotiator or by one of the Negotiator’s allies directed at the opponent
allows the opponent to act as he or she sees fit.

To initiate this talent, the
Negotiator must spend a full-round action talking to his or her opponent. The
opponent makes a Will saving throw. The DC is equal to 10 + Negotiator’s class
level + Negotiator’s Charisma bonus. If the save fails, the opponent stops
fighting. If the save succeeds, the opponent continues as normal.

At 7th level, a Negotiator
can talk down a number of opponents equal to his or her Charisma bonus within
15 feet of his or her position or within 15 feet of a television, radio, or
telephone broadcasting the Negotiator’s message.

At 10th level, the range
extends to 30 feet and covers all opponents who can hear and understand the Negotiator’s
voice.

This is a Mind-Affecting
ability.

### No Sweat

Starting at 5th level,
whenever a Negotiator spends 1 action point to improve the result of a die
roll, he or she rolls an additional 1d6. The Negotiator can then select the
highest die roll to add to his or her d20 roll.

### Sow Distrust

A Negotiator of 8th level or
higher can turn one character against another. The Negotiator must spend a
full-round action and know the name of the character he or she is attempting to
persuade as well as the name of the character toward whom the target’s distrust
will be directed. The target must be able to hear and understand the
Negotiator.

The target makes a Will save.
The DC is equal to 10 + Negotiator’s class level + Negotiator’s Charisma bonus.
If the target fails the save, his or her attitude toward the other designated character
worsens by one step: helpful turns to friendly, friendly to indifferent,
indifferent to unfriendly, unfriendly to hostile (see the Diplomacy skill). The
target makes a Will save whenever the Negotiator uses this talent against him
or her. As long as the target continues to fail the Will save, the Negotiator
can continue taking full-round actions to worsen the target’s attitude toward a
designated character. When the target’s attitude drops to hostile, he or she
attacks the designated character.

A successful Will save
doesn’t restore previous attitude shifts, but it does render the target immune
for 24 hours to further attempts by the Negotiator to sow distrust.

The Negotiator can’t use this
talent on his or her allies.

This is a Mind-Affecting ability.