Advanced Classes

Sooner or later, your character is going to want to specialize, sending his or her heroic career in a particular direction. In addition to multiclassing freely among the six basic classes (Strong, Fast, Tough, Smart, Dedicated, and Charismatic), eventually your character will qualify to take levels in an advanced class.
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.
Advanced classes allow a Gamemaster to create specific, exclusive roles as classes especially tied to his or her campaign. These special roles offer abilities otherwise not accessible to characters, as well as direction and purpose tied to a specific concept. A character with an advanced class will be more specialized, and perhaps more powerful, than a hero who gains levels in just the basic classes.
Still, the best characters combine levels of basic and advanced classes to their ultimate advantage, selecting the class at each level that will give them the class skills and talents they need to develop further.
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. The advanced classes are presented in this chapter in the order given below.

Basic Class1Advanced Class
StrongSoldier; Martial Artist
FastGunslinger; Infiltrator
ToughDaredevil; Bodyguard
SmartField Scientist; Techie
DedicatedField Medic; Investigator
CharismaticPersonality; Negotiator
1 The given basic class provides the fastest path to both of the associated advanced classes, though not the only path.

The advanced classes that follow are suitable for any modern setting. Chapter Nine: Campaign Models features a selection of advanced classes created specifically for the campaigns outlined therein. Whether or not those advanced classes are available in your campaign is up to the Gamemaster.
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 you 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. See Chapter One: Characters for details on multiclassing, skill ranks, and advancing in level.
According to the rules for level advancement (see page 39), you must choose your new class first. Then you gain new abilities or features, such as an increased base attack bonus or more skill points to spend. If those new abilities or features make you eligible for an advanced class, you can take your first level in that class the next time you attain a new level. For example, if you obtain the number of ranks you need in a particular skill upon reaching 4th level, then you can select the advanced class that has that prerequisite at 5th level. Or, if you obtain the required base attack bonus upon reaching 3rd level, you can select the advanced class with that prerequisite when you’re ready to rise to 4th level.
Additionally, the GM may install in-game requirements, such as professional fees, special training, or membership in a specific group.
Advanced classes are designed so that characters can select them as early as 4th level with a little planning, though some characters may not be able to qualify for an advanced class until later in their heroic careers.

SOLDIER

The Soldier is a trained warrior, as good with a gun as he is with a knife or some other melee weapon. Some soldiers come out of formal military programs or law enforcement academies. Others acquire their skills on the field of battle. The Soldier might be a dedicated idealist or a profit-seeking mercenary, a hired gun or a highly skilled adventurer. In all cases, the Soldier learns how to defeat his enemies, to complete his missions, and ultimately, to survive.
Select this advanced class if you want your character to be a well-rounded combat expert. It combines both melee and ranged weapon expertise, preparing the Soldier for whatever situation comes his way.
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 Soldier, a character must fulfill the following criteria.
Base Attack Bonus: +3.
Skill: Knowledge (Tactics) 3 ranks.
Feat: Personal Firearms Proficiency.

Class Information

The following information pertains to the Soldier advanced class.

Hit Die

The Soldier gains 1d10 hit points per level. The character’s Constitution modifier applies.

Action Points

The Soldier 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 Soldier’s class skills are as follows.
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.

Class Features

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, such as a Desert Eagle or a metal baton. You can choose unarmed strike or grapple as the weapon. You must be proficient with the chosen weapon.
You add +1 to all attack rolls you make using the selected weapon.

Weapon Specialization

At 2nd level, a Soldier gains weapon specialization with a specific melee or ranged weapon that he also has applied the Weapon Focus feat or class feature to. You get 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.

TABLE 6-1: THE SOLDIER

Class
Level
Base Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+1+1+0Weapon Focus+1+0
2nd+1+2+2+0Weapon specialization+1+0
3rd+2+2+2+1Bonus feat+2+0
4th+3+2+2+1Tactical aid+2+0
5th+3+3+3+1Improved critical+3+1
6th+4+3+3+2Bonus feat+3+1
7th+5+4+4+2Improved reaction+4+1
8th+6+4+4+2Greater weapon specialization+4+1
9th+6+4+4+3Bonus feat+5+2
10th+7+5+5+3Critical strike+5+2

Tactical Aid

As a Soldier becomes more skilled, his leadership abilities increase. Starting at 4th level, a Soldier can use his knowledge of tactics to direct his allies in combat.
As an attack action, the Soldier provides tactical aid to any single ally (but not himself) within sight and voice range of his position.
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 aid provides either a competence bonus on attack rolls or a dodge bonus to Defense (Soldier’s choice). This bonus is equal to the Soldier’s Intelligence modifier (minimum +1), and it lasts for a number of rounds equal to one-half of the Soldier’s level in the advanced class, rounded down.

Improved Critical

A Soldier of 5th level or higher knows how to strike more effectively and have a better chance of dealing significant damage with the weapon he has applied weapon specialization to.
For that weapon, your threat range increases by one. For example, a Desert Eagle threatens a critical hit on a 20. With this talent applied to the Desert Eagle, the threat range becomes 19–20.

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 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 has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

MARTIAL ARTIST

The Martial Artist is a student of one or more martial arts disciplines. To the Martial Artist, these disciplines represent more than self-defense and combat expertise. The training includes a profound philosophy that teaches restraint and humility. The Martial Artist works to master her mind as well as her body, attuning both to work in harmony through the techniques she has learned. A Martial Artist might develop her combat skills and philosophy to aid her career as an agent or a law enforcer, or she might become an independent operative whose entire person is a weapon. No matter what career she chooses to pursue, she possesses confidence, commitment, and the means to get the job done.
Select this advanced class if you want your character to become a master of unarmed combat or melee fighting with exotic weapons.
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 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

The following information pertains to the Martial Artist advanced class.

Hit Die

The Martial Artist gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points

The Martial Artist 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 Martial Artist’s class skills are as follows.
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

A Martial Artist is a highly trained unarmed fighter who receives considerable advantages in unarmed combat. 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 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 her unarmed strikes. At 1st level, she deals 1d6 points of damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th level, it increases to 1d10.

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, she adds her class level as a bonus to the damage 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, Unbalance Opponent.

TABLE 6-2: THE MARTIAL ARTIST

Class Level Base Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+1+0+2+0Living weapon 1d6+1+0
2nd+2+0+3+0Flying kick+2+0
3rd+3+1+3+1Bonus feat+2+0
4th+4+1+4+1Living weapon 1d8+3+0
5th+5+1+4+1Iron fist (one attack) +4+1
6th+6+2+5+2Bonus feat+4+1
7th+7+2+5+2Flurry of blows+5+1
8th+8+2+6+2Living weapon 1d10+6+1
9th+9+3+6+3Bonus feat+6+2
10th+10+3+7+3Iron fist (all attacks)+7+2

Iron Fist

At 5th level, a Martial Artist gains the ability to spend 1 action point to increase the damage she deals to a single opponent with a single unarmed strike. You declare 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 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 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 her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. Using this ability is a full-round action.

GUNSLINGER

The Gunslinger knows everything there is to know about handguns of all types. Whereas the Martial Artist develops her body into a perfect weapon, the Gunslinger trains his mind and body to work in concert with his handguns. His pistols become an extension of him. The Gunslinger can be a mercenary or a modern-day knight, defending the weak and the innocent with a pair of blazing pistols instead of a sword and shield.
Select this advanced class if you want your character to excel with handguns or other ranged weapons.
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 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

The following information pertains to the Gunslinger advanced class.

Hit Die

The Gunslinger gains 1d10 hit points per level. The character’s Constitution modifier applies.

Action Points

The Gunslinger 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 Gunslinger’s class skills are as follows.
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, such as a Walther PPK or an M4 carbine.
You add +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, a Gunslinger gains the ability to use cover to maximum advantage.
The Gunslinger gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he 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 highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. Using lightning shot is a full-round action. The Gunslinger can’t take more than a 5-foot step and use lightning shot in the same round.

Sharp-Shooting

At 7th level, a Gunslinger gains the ability to score hits that others would miss due to the target’s cover.
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 has applied Weapon Focus and Greater Weapon Focus that his attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, he can spend 1 action point to deal +3d6 points of damage.

TABLE 6-3: THE GUNSLINGER

Class LevelBase Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1st+0+0+1+1Close combat shot+1+0
2nd+1+0+2+2Weapon focus+1+0
3rd+2+1+2+2Bonus feat+2+1
4th+3+1+2+2Defensive position+2+1
5th+3+1+3+3Lightning shot+3+1
6th+4+2+3+3Bonus feat+3+2
7th+5+2+4+4Sharp-shooting+4+2
8th+6+2+4+4Greater weapon focus+4+2
9th+6+3+4+4Bonus feat+5+3
10th+7+3+5+5Bullseye+5+3

INFILTRATOR

The Infiltrator can break into places others wouldn’t dream of, find what she’s looking for, and get back out again while eluding or evading anyone who would try to stop her. The Infiltrator is a master of stealth, breaking and entering, and second-story work. She has connections to the underworld, or at least knows her way around the seedier parts of town.
An Infiltrator can be a cat burglar or a spy, or she just may have all the skills necessary to accomplish missions for whatever agency pays her salary.
Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.
The fastest path into this advanced class is from the Fast hero basic class, though other paths are possible.

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

The Infiltrator gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points

The Infiltrator 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 Infiltrator’s class skills are as follows.
Balance (Dex), Climb (Str), Disguise (Cha), Disable Device (Int), 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), Tumble (Dex).

  • Skill Points at Each Level: 7 + Int modifier.

TABLE 6-4: THE INFILTRATOR

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+0+2+0Sweep+1+1
2nd+1+0+3+0Improvised implements+2+1
3rd+1+1+3+1Bonus feat+2+1
4th+2+1+4+1Improved evasion+3+2
5th+2+1+4+1Skill mastery+4+2
6th+3+2+5+2Bonus feat+4+2
7th+3+2+5+2Improvised weapon damage+5+3
8th+4+2+6+2Improved sweep+6+3
9th+4+3+6+3Bonus feat+6+3
10th+5+3+7+3Without a trace+7+4

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 her eyes that often isn’t perceptible to those around her. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator (but not behind her). The Infiltrator can use this bonus at the start of an encounter to look for obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that can easily be concealed and carried away if she so chooses.
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

The Infiltrator becomes an expert at using improvised weapons and tools. Sometimes, a mission calls for the Infiltrator to enter a situation without a weapon. In such cases, she can turn ordinary objects into lethal weapons. A chair, a vase, a heavy book, a broken bottle, a full can of beer — these and other ordinary objects can become weapons in the Infiltrator’s hands.
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: She 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 (such as getting caught in a grenade blast), the Infiltrator suffers no damage if 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 her class list equal to 3 + 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 her from doing so. She becomes so accomplished in the use of these skills that she can use them reliably even under adverse conditions.

Improvised Weapon Damage

At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. She 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 she not only spots potential perils with a successful check, 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, an Infiltrator becomes so good at what she does that she leaves almost no trace behind when she 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

The fearless Daredevil risks life and limb to perform death-defying acts. When you need a stunt person, an extreme sports enthusiast, or someone with the know-how to stage a dangerous-looking spectacle or to succeed at a stunt that no one else in their right mind would even attempt, then call on the Daredevil. The Daredevil can perform physical stunts and vehicle stunts, understands the magic of movie-making, and is tough enough to take on a dangerous stunt, succeed at the stunt — and survive.
Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility.
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 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

The Daredevil gains 1d10 hit points per level. The character’s Constitution modifier applies.

Action Points

The Daredevil 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 Daredevil’s class skills are as follows.
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.

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.

TABLE 6-5: THE DAREDEVIL

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+2+0+0Fearless+1+0
2nd+1+3+0+0Nip-up+2+0
3rd+1+3+1+1Bonus feat+2+1
4th+2+4+1+1Action boost+3+1
5th+2+4+1+1Adrenaline rush (one ability score)+4+1
6th+3+5+2+2Bonus feat+4+2
7th+3+5+2+2Delay damage+5+2
8th+4+6+2+2Adrenaline rush (two ability scores)+6+2
9th+4+6+3+3Bonus feat+6+3
10th+5+7+3+3Damage threshold+7+3

Action Boost

This ability, gained at 4th level, allows a Daredevil to spend 2 action points in a round. You can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as you do so before the Gamemaster reveals the result of your action.

Adrenaline Rush

At 5th level, a Daredevil can temporarily increase one of her physical ability scores (Strength, Dexterity, or Constitution). She 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 her class level. At the end of the duration, the Daredevil is fatigued (see page 140) for 1d4+1 rounds.
At 8th level, a Daredevil can temporarily increase two of her 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 her class level.

Damage Threshold

A 10th-level Daredevil increases her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.
For example, a Daredevil with a current Constitution score of 15 makes a Fortitude save against massive damage only when she takes 18 or more points of damage from a single attack. With the Improved Damage Threshold feat as well, her massive damage threshold would be 21 instead of 15.

BODYGUARD

The Bodyguard makes security his specialty. He knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. He might be part private detective, part hired muscle. He might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client he watches out for. The Bodyguard has the ability to avoid trouble, and when trouble can’t be avoided, he can protect a client through a variety of other means.
Select this advanced class if you want your character to excel at security and safekeeping, both from a tactical perspective and through the use of whatever level of force is required.
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 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

The Bodyguard gains 1d12 hit points per level. The character’s Constitution modifier applies.

Action Points

The Bodyguard 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 Bodyguard’s class skills are as follows.
Concentrate (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

A Bodyguard may elect to place himself in the path of danger to protect a single ally. 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 himself to the attack in the ally’s stead. If the attack hits the Bodyguard, he takes damage normally. If it misses, it also misses the ally.
The Bodyguard must declare his intention to place himself in harm’s way before the attack roll is made. He selects his ally either prior to combat (in the case of protecting a specific client) or immediately after he makes his initiative check. The Bodyguard can’t change his 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 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 effort to burst into sudden action when the situation calls for it. He can change his place in the initiative order, moving higher in the count by a number less than or equal to his class level, as he sees fit. He can declare the use of this ability at the start of any round, before anyone else takes an action.

Improved Charge

When trouble occurs, a Bodyguard of 5th level or higher can make a charge (see page 137) without having to move in a straight line. All other charge rules apply, but the Bodyguard can alter his direction when making a charge to avoid obstacles.

Defensive Strike


At 7th level, a Bodyguard develops the ability to turn a strong defense into a powerful offense. If an opponent makes a melee attack against the Bodyguard and misses while he is using the total defense option, the Bodyguard can attack that opponent on his next turn (as an attack action) with a +4 bonus on his attack roll. The Bodyguard gains no bonus against an opponent who doesn’t attack him 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). He 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.

TABLE 6-6: THE BODYGUARD

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+1+2+0Harm’s way+1+0
2nd+1+2+3+0Combat sense +1+1+0
3rd+2+2+3+1Bonus feat+2+1
4th+3+2+4+1Sudden action+2+1
5th +3+3+4+1Improved charge+3+1
6th+4+3+5+2Bonus feat+3+2
7th+5+4+5+2Defensive strike+4+2
8th+6+4+6+2Combat sense +2+4+2
9th+6+4+6+3Bonus feat+5+3
10th+7+5+7+3Blanket protection+5+3

FIELD SCIENTIST

The Field Scientist spends most of her time away from the laboratory, performing hands-on research and working in the field as an expert on either a single topic or a multitude of topics. An adventurous archaeologist who’s comfortable raiding dank tombs and dodging ancient traps fits into this advanced class. So does a hazmat specialist, an oceanographer willing to dive into the water and swim with the sharks, a meteorologist who chases tornadoes, a military mission specialist with a scientific background, a criminal psychologist who profiles crime scenes, and a zoologist eager to hunt crocodiles and handle poisonous reptiles.
Select this advanced class if you want your character to excel at scientific theory and knowledge, with the ability to apply it in the field to solve problems and discover the truth of any situation.
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 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

The Field Scientist gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points

The Field Scientist 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 Field Scientist’s class skills are as follows.
Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical) (Int), 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.

TABLE 6-7: THE FIELD SCIENTIST

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+1+1+0Smart defense+0+0
2nd+1+2+2+0Scientific improvisation+1+0
3rd+1+2+2+1Bonus feat+1+1
4th+2+2+2+1Skill mastery+1+1
5th+2+3+3+1Minor breakthrough+2+1
6th+3+3+3+2Bonus feat+2+2
7th+3+4+4+2Smart survival+2+2
8th+4+4+4+2Smart weapon+3+2
9th+4+4+4+3Bonus feat+3+3
10th+5+5+5+3Major breakthrough+3+3

Class Features

The following features pertain to the Field Scientist advanced class.

Smart Defense

Using her brains as well as her dexterity, a Field Scientist applies her Intelligence bonus and her Dexterity bonus to her Defense. Any situation that would deny the Field Scientist 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 her scientific know-how. This ability lets her 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. So, to improvise a single-use weapon that deals the same damage at the same range as a Desert Eagle, the DC for the Craft (mechanical) check is 23 (5 + 18).
Only objects that can normally be used more than once can be improvised. For example, a Field Scientist can’t use scientific improvisation to build an explosive, since that’s normally an object that’s usable only once.
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 her class list equal to 3 + 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 her from doing so. She becomes so accomplished in the use of these skills that she can use them reliably even under adverse conditions.

Minor Breakthrough

Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns 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 has an uncanny knack for survival that combines resourcefulness, intelligence, and a degree of luck. By spending 1 action point, the Field Scientist plays it smart and reduces the damage dealt by a single attack or effect by 5 points.

Smart Weapon

The field is a dangerous place, and a Field Scientist learns that protecting herself is as important as research and study. At 8th level, the Field Scientist selects one weapon that she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use her Intelligence modifier instead of her Strength or Dexterity modifier on attack rolls.

Major Breakthrough

At 10th level, a Field Scientist receives credit for a discovery in a particular field of study that earns her recognition within the greater scientific community. Regardless of the field of study, 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

The Techie combines natural genius with expert training to become a master of technology and technological devices. Sometimes the Techie seems to be more comfortable around machines than around people, but he knows how to get those machines to perform beyond their specifications. The Techie might be a computer hardware expert, an engineer capable of miraculous inventions, or a top-notch mechanic who can modify and overhaul engines with the best of them to get that extra ounce of power when it’s needed most.
Select this advanced class if you want your character to be an expert with technological devices, whether as a specialist or a jack of all technological trades.
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 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

The Techie gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points

The Techie 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 Techie’s class skills are as follows.
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.

TABLE 6-8: THE TECHIE

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+0+0+2Jury-rig +2+1+0
2nd+1+0+0+3Extreme machine+1+0
3rd+1+1+1+3Bonus feat+2+1
4th+2+1+1+4Build robot+2+1
5th+2+1+1+4Mastercraft+3+1
6th+3+2+2+5Bonus feat+3+2
7th+3+2+2+5Jury-rig +4+4+2
8th+4+2+2+6Mastercraft+4+2
9th+4+3+3+6Bonus feat+5+3
10th+5+3+3+7Mastercraft+5+3

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 soup it up and amp it up to get maximum performance.
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.

ImprovementCraft DCRepair Chance (d%)
Ranged Weapons
– +1 to damage1501–25
– +2 to damage2001–50
– +3 to damage2501–75
– +5 ft. to range increment1501–25
– +10 ft. to range increment2501–50
Electronic Devices
– +1 equipment bonus1501–25
– +2 equipment bonus2001–50
– +3 equipment bonus2501–75
Vehicles
– +1 on initiative checks2001–25
– +1 to maneuver2501–50
– +2 to maneuver3001–75


The Techie performs the extreme modifications in 1 hour. He 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 Techie class level, beginning when the object is first put into use. The Techie selects the single improvement he 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.
For example, Brandon, a 4th-level Smart hero/5th-level Techie, wants to improve his pistol’s damage by +1. He spends 1 action point, then takes 1 hour to do the work. When the work is done, he makes a Craft (mechanical) check against DC 15, and the check succeeds. His pistol now has a +1 bonus on damage rolls for 5 minutes beginning the next time he fires the weapon. When that time is up, the pistol reverts to its previous state. Brandon now makes a percentile roll to see if his pistol needs repairs. On a result of 26 or higher, the weapon works normally; on a result of 25 or lower, it is broken and can’t be used again until it is repaired.

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.

SizePurchase DC
Diminutive18
Tiny15


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.

SizeCraft DC
Diminutive15
Tiny12
ComponentsDC Modifier
Frame Shape and Locomotion 1
– Bipedal+4
– Quadruped+3
– Treads+2
– Wheels+1
External Components 2
– Manipulators 3+3
– Audio/visual sensor+2
Remote Range 1
– Remote control link, 100 feet+1
– Remote control link, 200 feet+3
– Remote control link, 300 feet+5
1 Select only one of the options in this category.
2 Select one or more of the options in this category.
3 Necessary for a robot built to use any skill except Listen or Spot.


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.
For example, if you want to build a Tiny robot with treads, manipulators, an audio/visual sensor, and a remote control link with a range of 100 feet, the DC for the skill check is 20 (12 + 2 + 3 + 2 + 1) and the task takes 12 hours.
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 on page 256.
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.
For example, wiring the electronics for the Tiny robot described above requires a check against DC 19 after 6 hours of work.
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.
For example, if the Techie wants to program his Tiny robot with 4 ranks of the Disable Device skill, the DC is 24.
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 applies the mastercraft ability to one of his Craft skills (electronic or mechanical). From this point on, he 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. You can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making the Craft check as though you 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 × his Techie level × 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 current level, then the XP can’t be paid and the Techie can’t use his mastercraft ability until he gains enough additional XP to remain at his 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 can improve his ability in the skill he selected at 5th level, so that his mastercraft objects provide a +2 bonus.
At 10th level, the Techie adds another +1 bonus to his mastercraft ability. If he focuses his ability on one Craft skill, his mastercraft objects now provide a +3 bonus. If he already has the ability for both Craft skills, he 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

The Field Medic brings medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Field Medic treats injuries and diseases, tends wounds, and even performs complicated surgery to save lives and ease suffering. As a member of a team, the Field Medic is indispensable. He has the talent and the skill to provide excellent health care in even the most trying of circumstances. With a medical kit, a surgery kit, and a little time, the Field Medic can often perform the impossible — or he’ll at least do his best when no other help is nearby.
Select this advanced class if you want your character to excel at medical skills and the healing arts.
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 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

The Field Medic gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points

The Field Medic 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 Medic’s class skills are as follows.
Computer Use (Int), Concentrate (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.

TABLE 6-9: THE FIELD MEDIC

Class Level Base Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+2+0+1Medical specialist +1+1+1
2nd+1+3+0+2Expert healer+1+1
3rd+1+3+1+2Bonus feat+2+1
4th+2+4+1+2Medical mastery+2+2
5th+2+4+1+3Medical specialist +2+3+2
6th+3+5+2+3Bonus feat+3+2
7th+3+5+2+4Minor medical miracle+4+3
8th+4+6+2+4Medical specialist +3+4+3
9th+4+6+3+4Bonus feat+5+3
10th+5+7+3+5Medical miracle +5+4

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 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 from doing so. He becomes so accomplished in the use of this skill that he can use it reliably even under adverse conditions.

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 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 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

The Investigator might be an intrepid reporter or a photojournalist. She might be a private investigator, or a detective with a law enforcement agency. The Investigator uses wisdom and deduction, as well as a lot of hard work, to get to the solution of whatever mystery comes before her. One Investigator might prefer to expend brain power and intuition instead of muscle on the case at hand, while another won’t mind wading into trouble or engaging in a firefight while solving a crime.
Select this advanced class if you want your character to excel at investigation and deductive reasoning.
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.

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

The Investigator gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points

The Investigator 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 Investigator’s class skills are as follows.
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.

TABLE 6-10: THE INVESTIGATOR

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+0+1+1Profile+1+1
2nd+1+0+2+2Contact, low-level+1+1
3rd+2+1+2+2Bonus feat+2+1
4th+3+1+2+2Nonlethal force+2+2
5th+3+1+3+3Contact, mid-level+3+2
6th+4+2+3+3Bonus feat+3+2
7th+5+2+4+4Discern lie+4+3
8th+6+2+4+4Contact, high-level+4+3
9th+6+3+4+4Bonus feat+5+3
10th+7+3+5+5Sixth sense+5+4

Class Features

The following features pertain to the Investigator advanced class.

Profile

An Investigator knows how to create a profile of a criminal. 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 — the Investigator develops a sense of what the suspect is after and where he or she might strike next.

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.
Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, and others who can provide limited aid and information pertaining to the Investigator’s cases.
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 your 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 she does call on a contact, compensation may be required for the assistance he or she renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. The GM character will call on a favor in return when the opportunity arises. 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, she can deal nonlethal damage with a weapon that normally deals lethal damage (if 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 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. So, if a 4th-level Dedicated hero/10th-level Investigator, for example, normally rolls 3d6 when she spends 1 action point when making the appropriate skill check, she now rolls 4d6.
The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot.

PERSONALITY

The Personality is in the public’s eye by day, while working for Department-7 (or the agency or organization of your choosing) by night. A movie star or television talk show host, a high-profile community leader or politician, a world famous novelist or self-help guru — all these and more fit into the Personality advanced class. The Personality is recognizable, has some amount of fame and a following, and often has the reputation and wealth (or illusion thereof) to go along with the spotlight. A Personality might simply be famous because of who she is, or she may have earned her status by what she’s done. She could be an entertainer, a celebrity, a dilettante, a politician, or the bored offspring of one of these public personalities. The trick is that the Personality uses her fame to advance her other career — as an agent or operative in Department-7 or some other covert organization.
Select this advanced class if you want your character to make the most of her Charisma and Charisma-based skills.
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 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

The Personality gains 1d6 hit points per level. The character’s Constitution modifier applies.

Action Points

The Personality 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 Personality’s class skills are as follows.
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.

TABLE 6-11: THE PERSONALITY

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+1+1+0Unlimited access+0+2
2nd+1+2+2+0Bonus class skill+1+2
3rd+1+2+2+1Bonus feat+1+2
4th+2+2+2+1Royalty+1+3
5th+2+3+3+1Winning smile+2+3
6th+3+3+3+2Bonus feat+2+3
7th+3+4+4+2Bonus class skill+2+4
8th+4+4+4+2Royalty+3+4
9th+4+4+4+3Bonus feat+3+4
10th+5+5+5+3Compelling performance+3+5

Class Features

The following features pertain to the Personality advanced class.

Unlimited Access

A Personality, because of who she is and who knows her, has a chance to gain access to places that other people would be denied. 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 her Personality level.
When a Personality buys a ticket to a show or for transportation, she can make a Diplomacy check to get that ticket upgraded. So, a ticket to a show becomes a backstage pass, a ticket to a sporting event becomes a field pass, a hotel room becomes a suite, or an economy ticket for an airplane becomes a first-class ticket. DCs are given below.

UpgradeDiplomacy DC
Seat at sporting event to field pass10
Hotel room to suite15
Concert or theater ticket to backstage pass20
Economy transportation to first-class25

Bonus Class Skill

A Personality knows a little something about topics that seem unrelated to her public life. 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 she can convince a single target to regard her as a trusted friend. (If the target is currently being threatened or attacked by the Personality 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 she must win an opposed Charisma check to convince the target to perform any actions he wouldn’t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Personality 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.

Compelling Performance

At 10th level, a Personality’s force of personal magnetism increases to the point that she can arouse a single emotion of her choice — despair, hope, or rage — in a target. To use this ability, the Personality must spend 1 action point. The emotion 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 her performance). The performance — which can be a speech, a commentary, a recital, or other type of emotional 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

The Negotiator finds a way to mediate the most violent disputes, haggle the best business deal, and reach a compromise with the most dangerous criminals. When a hostage situation takes center stage, the Negotiator is there to offer calm guidance and direct things to a peaceful conclusion. Got a jumper on a window ledge? Call the Negotiator. Need someone to close a big contract? Call the Negotiator. And when the talking ends and the situation remains volatile, the Negotiator knows how to mix it up and close the deal — in whatever manner is necessary.
Select this advanced class if you want your character to excel at bargaining, making deals, and talking his way into and out of trouble.
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 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

The Negotiator gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points

The Negotiator 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 Negotiator’s class skills are as follows.
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.

TABLE 6-12: THE NEGOTIATOR

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st+0+1+0+2Conceal motive+0+1
2nd+1+2+0+3React first+1+1
3rd+2+2+1+3Bonus feat+1+1
4th+3+2+1+4Talk down one opponent+1+2
5th+3+3+1+4No sweat+2+2
6th+4+3+2+5Bonus feat+2+2
7th+5+4+2+5Talk down several opponents+2+3
8th+6+4+2+6Sow distrust+3+3
9th+6+4+3+6Bonus feat+3+3
10th+7+5+3+7Talk down all opponents+3+4

Class Features

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

Conceal Motive

A Negotiator is a skillful liar. He gets to add a bonus equal to his Negotiator level whenever he 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 does this, he gains a free readied action that allows him 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 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 use a calming tone and quick thinking to talk his 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 position or otherwise able to hear his voice (if the Negotiator is speaking through a bullhorn, for instance). 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 sees fit.
To initiate this talent, the Negotiator must spend a full-round action talking to his 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 Charisma bonus within 15 feet of his position or within 15 feet of a television, radio, or telephone broadcasting his message.
At 10th level, the range extends to 30 feet and covers all opponents who can hear and understand his voice.

No Sweat

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

Sow Distrust

A Negotiator of 8th level or higher can turn one character against another by sowing seeds of distrust. The Negotiator must spend a full-round action and know the name of the character he 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 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. 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 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 allies.