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Class Features

In document Aeon Trinity - Trinity d20 (Page 132-143)

Academic Knowledge:

Academic Knowledge:

Academic Knowledge:

Academic Knowledge:

Academic Knowledge: An academic may make a special academic knowledge check with a bonus equal to her academic level + her Intelligence modifier to see whether she knows some relevant information about local notable figures, noteworthy places, or significant objects (whether constructed devices or natural fauna or flora). If the academic has 5 or more ranks in the relevant Knowledge field involved, she gains a +2 bonus on this check.

A successful academic knowledge check will not reveal the full background of a person or place, or the complete capabilities of a given object or creature. Still,

it is more than sufficient to supply the academic with an overview and general understanding of the subject. An academic may not take 10 or take 20 on this check.

DC DCDC

DCDC Type of KnowledgeType of KnowledgeType of KnowledgeType of KnowledgeType of Knowledge

10 Common, known by at least a substantial minority associated with the subject.

20 Uncommon but available, details known by a few.

25 Obscure, known by few, hard to come by.

30 Extremely obscure, known by very few, possibly known only by those who don’t understand the significance of the knowledge.

Knowledge Specialty:

Knowledge Specialty:Knowledge Specialty:

Knowledge Specialty:

Knowledge Specialty: A starting academic selects a Knowledge category (art, behavioral sciences, business, civics, current events, Earth and life sciences, history, noetics, physical sciences, popular culture, space, streetwise, tactics, technology, theology and philosophy, xenobiology) in which she has at least one rank. This is considered her specialty, bestowing a +2 bonus with

that skill.

The academic may take an additional +2 bonus at 4th, 7th and 10th level, either on the same Knowledge skill or on a new one in which she has skill ranks. If the academic’s specialty bonus exceeds +4, she gets the benefits of the Recognized feat within that field of study.

Background Feats:

Background Feats:

Background Feats:

Background Feats:

Background Feats: The academic gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. She must meet all the usual criteria for the feat, and must choose from one of the following trees: Backing, Cipher, Contacts, Device, Followers, Menagerie, Mentor, Reputation or Sanctum.

Bonus Language:

Bonus Language:Bonus Language:

Bonus Language:

Bonus Language: The academic learns a bonus language at 3rd, 5th, 7th and 9th level. These can be any languages the character has been exposed to, whether spoken or in writing (though the academic’s pronunciation may be off if she has not heard the language spoken).

Clever Clever Clever Clever

Clever Plan (Ex): Plan (Ex): Plan (Ex): Plan (Ex): Plan (Ex): An academic’s pool of knowledge can be of great assistance in the field. By 5th level, the academic can develop a plan of action to handle an impending situation. This requires a minute’s worth of preparation; an academic can’t use this ability when surprised or otherwise unprepared for

a particular situation.

After creating the plan, the academic makes a DC 10 Intelligence check with a bonus equal to her academic level (she cannot take 10 or 20 on

TRINITY this check). The result provides the academic and allies with a

circumstance bonus, as indicated below. This applies to all their skill checks and attack rolls for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.

Check Result Check Result Check Result Check Result

Check Result BonusBonusBonusBonusBonus

9 or lower +0 (check failed)

10–14 +1

15–24 +2

25 or higher +3 Academic Insight (Ex):

Academic Insight (Ex):

Academic Insight (Ex):

Academic Insight (Ex):

Academic Insight (Ex): By 7th level, the academic has gleaned an impressive knowledge of the universe. She may overcome a lack of hard facts by making comparisons in seemingly disparate areas

Table 9–2: The Academic (Aca) Psychic

Psychic Psychic Psychic

Psychic BaseBaseBaseBaseBase ACACACACAC FortitudeFortitudeFortitudeFortitudeFortitude ReflexReflexReflexReflexReflex WillWillWillWillWill Level

Level Level Level

Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial

1st +0 +0 +0 +0 +2 Academic knowledge, Knowledge specialty

2nd +1 +1 +0 +0 +3 Background feat

3rd +1 +1 +1 +1 +3 Bonus language

4th +2 +1 +1 +1 +4 Background feat, Knowledge specialty

5th +2 +2 +1 +1 +4 Clever plan, bonus language

6th +3 +2 +2 +2 +5 Background feat

7th +3 +2 +2 +2 +5 Academic insight, bonus language, Knowledge specialty

8th +4 +3 +2 +2 +6 Background feat

9th +4 +3 +3 +3 +6 Exploit weakness, bonus language

10th +5 +3 +3 +3 +7 Background feat, Knowledge specialty

to arrive at a sound conclusion for the matter at hand. An academic can always try again once if she fails a Knowledge check for any of the following categories: art, behavioral sciences, business, civics, Earth and life sciences, history, noetics, physical sciences, space, technology, theology and philosophy or xenobiology.

Exploit Weakness (Ex):

Exploit Weakness (Ex):

Exploit Weakness (Ex):

Exploit Weakness (Ex):

Exploit Weakness (Ex): The academic is not a skilled combatant;

still, she has sufficient intellectual savvy by 9th level that she can designate one opponent in combat to study for signs of weakness in fighting style — whether physical, intellectual or tactical. After one round of combat, the academic uses a move action and makes an opposed Sense Motive check against the chosen foe, who makes a Bluff check as if he were trying to feint in combat (see the Player’s Handbook, Chapter 4, “Bluff”). The academic adds a bonus to her Sense Motive check equal to her academic level. If successful, the academic adds her Intelligence bonus to any attack rolls against that specific opponent for the rest of the encounter.

TRINITY

Description: The entertainer’s life is the stage, whether it’s a concert auditorium, a movie set, a soundstage, or an impromptu street performance. The entertainer must have the charisma to win the crowd over, and the talent to keep them coming back.

Entertainers find themselves adventuring more often than might be thought. This comes about in no small part because an entertainer travels often, going where there are shows to be held. This creates plenty of opportunities for adventure — both in the journey itself and in the destination, whether exotic or conventional. Even so, an entertainer who stays in one place — whether Luna, Sydney or Hong Kong — often rubs elbows with intrigue and excitement in the course of her regular activities.

Young (low-level) entertainers are known locally — whether in regional theater, a minor league sports team or on local television. Older (high-level) entertainers are the top stars of their — or any — field, and are often famous for being celebrities as much as through any actual accomplishment.

Allegiance:

Allegiance:

Allegiance:

Allegiance:

Allegiance: Most entertainers are free agents, aligned with larger organizations only insofar as it is necessary to get their image and work out in front of the public.

Abilities:

Abilities:

Abilities:

Abilities:

Abilities: Charisma is by far the most important ability for an entertainer, but the best entertainers have the Intelligence to have business savvy and the Wisdom to tell when they’re being conned.

Hit Die:

Class Skills: The entertainer’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Knowledge (art, current events, popular culture, streetwise) (Int), Listen (Wis), Perform (Cha), Pilot (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language.

Skill Points at 1st Level:

Skill Points at 1st Level:

Skill Points at 1st Level:

Skill Points at 1st Level:

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level:

Skill Points at Each Additional Level:

Skill Points at Each Additional Level:

Skill Points at Each Additional Level:

Skill Points at Each Additional Level: 6 + Int modifier.

Wealth Bonus:

Wealth Bonus:

Wealth Bonus:

Wealth Bonus:

Wealth Bonus: +3.

Class Features

Bonus Feat:

Bonus Feat:

Bonus Feat:

Bonus Feat:

Bonus Feat: An entertainer begins play with one of the following feats: Acrobatic, Agile, Deceitful, Deft Hands, Negotiator, Nimble Fingers or Persuasive.

Stories from the Road:

Stories from the Road:

Stories from the Road:

Stories from the Road:

Stories from the Road: The entertainer can pick up useful tidbits of information while traveling the stars on promotional tours, location shoots, book signings or other circumstances appropriate to her area of accomplishment. She may make a special check with a bonus equal to her entertainer level +

Intelligence modifier to know an ordinary fact that she might have learned. This may involve knowing that there’s a network of underground fight clubs in a given city, or that the authorities in a particular place can be bought in return for favors of cash or drugs.

The DC depends on the type of knowledge involved.

DC DC DC DC

DC Type of KnowledgeType of KnowledgeType of KnowledgeType of KnowledgeType of Knowledge

10 Common, known by at least a substantial minority of an audience.

20 Uncommon but available, details known by a few.

25 Obscure, known by few, hard to come by.

Inspire Competence (Ex):

Inspire Competence (Ex):

Inspire Competence (Ex):

Inspire Competence (Ex):

Inspire Competence (Ex): At 1st level, the entertainer can inspire her allies to excel at a task at hand. The entertainer must make a successful DC 10 Charisma check and spend one full round using encouraging words, snappy patter, quoting Shakespeare, or another means of entertainment. All allies within sight and/or earshot (as appropriate to the entertainment) gain a +2 bonus on attack rolls and skill checks for a number of rounds equal to the

entertainer’s Charisma modifier.

The entertainer can inspire a number of allies equal to one-half her entertainer level, rounded down (to a minimum of one ally). The entertainer can’t inspire herself.

Background Feats:

Background Feats:Background Feats:

Background Feats:Background Feats: The entertainer gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. She must meet all the usual criteria for the feat, and must choose from one of the following trees: Allies, Contacts, Mentor, Nemesis,

Reputation or Resources.

Star Treatment (Ex):

Star Treatment (Ex):

Star Treatment (Ex):

Star Treatment (Ex):

Star Treatment (Ex): By 3rd level, the entertainer enjoys enough clout that she can gain entry to even the most exclusive venues. When she makes a Diplomacy or Bluff check to smooth-talk or trick her way into a private party or invitation-only event, the character adds a bonus equal to her entertainer level.

Also, when an entertainer buys a ticket to a show or for transportation, she can make a Diplomacy check to get that ticket upgraded.

Upgrade UpgradeUpgrade Upgrade

Upgrade DCDCDCDCDC

Seat at sporting event to field pass 10

Hotel room to suite 15

Concert or theater ticket

to backstage pass 20

Economy transportation

to first-class 25

Inspire Courage (Ex):

Inspire Courage (Ex):Inspire Courage (Ex):

Inspire Courage (Ex):

Inspire Courage (Ex): At 3rd level, an entertainer can inspire allies to feats of great courage. By making a successful DC 10 Charisma check and performing, telling stories or showing off for a full round for

TRINITY those allies who listen to and observe her, the entertainer grants

each a +2 bonus on attack rolls, damage rolls and saving throws against fear. The bonus increases to +3 at 6th level and to +4 at 9th level, and lasts a number of rounds equal to her Charisma modifier.

The entertainer can inspire a number of allies equal to one-half her entertainer level, rounded down. The entertainer cannot inspire herself.

Sway Crowd (Ex):

Sway Crowd (Ex):

Sway Crowd (Ex):

Sway Crowd (Ex):

Sway Crowd (Ex): At 5th level, an entertainer with 8 or more ranks in Perform can sway an entire crowd to follow her urging — encourage people to disperse, stick together, remain calm, defend themselves, run for their lives, behave in an orderly fashion, and so on. The entertainer must spend at least one full round performing or otherwise showing off before the crowd and must make a successful Perform check. The DC depends on the crowd size, as indicated below.

DC DCDC DC

DC Crowd SizeCrowd SizeCrowd SizeCrowd SizeCrowd Size

15 Small (10–20 people) 20 Medium (21–50 people) 25 Large (51–200 people) 30 Huge (200+ people) Fascinate (Ex):

Fascinate (Ex):

Fascinate (Ex):

Fascinate (Ex):

Fascinate (Ex): At 7th level, an entertainer with 8 or more ranks in Perform can use her talent to fascinate a number of targets equal to one-half her entertainer level, rounded down. Each creature must be within 90 feet, able to see and hear the

Table 9–3: The Entertainer (Ent) Psychic

Psychic Psychic Psychic

Psychic BaseBaseBaseBaseBase ACACACACAC FortitudeFortitudeFortitudeFortitudeFortitude ReflexReflexReflexReflexReflex WillWillWillWillWill Level

Level Level Level

Level Attack BonusAttack BonusAttack BonusAttack BonusAttack Bonus BonusBonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial

1st +0 +0 +0 +2 +2 Bonus feat, stories from the road, inspire competence

2nd +1 +1 +0 +3 +3 Background feat

3rd +2 +1 +1 +3 +3 Inspire courage +2, star treatment

4th +3 +1 +1 +4 +4 Background feat

5th +3 +2 +1 +4 +4 Sway crowd

6th +4 +2 +2 +5 +5 Background feat, inspire courage +3

7th +5 +2 +2 +5 +5 Fascinate

8th +6/+1 +3 +2 +6 +6 Background feat

9th +6/+1 +3 +3 +6 +6 Worldwide renown, inspire courage +4

10th +7/+2 +3 +3 +7 +7 Background feat

entertainer, and able to pay attention to her. Likewise, the entertainer must be aware of each creature. This ability cannot be used with the distraction of nearby combat or other dangers.

The entertainer makes a Perform check; the result serves as the DC for a Will save that each target creature must make to avoid becoming fascinated. On a successful save, the entertainer cannot attempt to fascinate that creature again for 24 hours. On a failed save, the creature is enthralled with the performance, taking no other actions, for as long as the entertainer continues to concentrate and perform (for a maximum number of rounds equal to the entertainer’s class level + Charisma modifier). Any attack breaks the effect automatically.

While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the entertainer to make another Perform check and allows the creature a new saving throw against the new result.

Interstellar Renown:

Interstellar Renown:

Interstellar Renown:

Interstellar Renown:

Interstellar Renown: By 9th level, the character achieves an accomplishment that thrusts her into the limelight throughout settled space — a platinum single, a box-office-topping holo, a title bout, a World Series championship or similar success. From this point onward, the GM should assume that almost anyone the entertainer meets anywhere in human space has at least heard her name, and will respond to her tremendous fame accordingly (including being influenced by any feats or powers the entertainer may have).

This also bestows a free feat from the Reputation feat tree.

The entertainer may take a different feat if she has all the Reputation feats already, although she must justify the new feat with her reputation or entertainment prowess.

TRINITY

Description: The entrepreneur is in it to make a buck — whatever “it” happens to be. He’s not dishonest, necessarily; the entrepreneur looks over the marketplace, finds a gap in it, and ferrets out the best way to fill that gap. He may be a member of a larger organization, following the salaryman’s path to fortune, or he may be a dilettante or freelancer looking to generate the big score on his own.

Entrepreneurs adventure in support of their financial goals.

One might venture into the turmoil of Europe to establish a new factory; brave bureaucracy to investigate the viability of introducing a new good or service into Chinese culture; work with a team to secure mining rights on Karroo; or hire a freighter to cruise around the inner planets, buying goods at one port and taking them wherever a customer might be found.

Young (low-level) entrepreneurs may be street hustlers, salesmen, or technology wunderkinds. Older (high-level) entrepreneurs settle in, comfortably in command of the organizations they’ve built.

Allegiance:

Allegiance:

Allegiance:

Allegiance:

Allegiance: The entrepreneur aligns himself with the greatest potential source of capital. Most entrepreneurs want to work for themselves in the long run, so few sign lifetime contracts of employment. But many put in dedicated work for an employer who treats them well — like one of the orders, Æon or sterling corporate citizens.

Abilities:

Abilities:

Abilities:

Abilities:

Abilities: Intelligence and Charisma go hand in hand for the entrepreneur — Intelligence

to run the business and do the work, and Charisma to sell himself and his product to customers and investors.

Hit Die:

Class Skills: The entrepreneur’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Drive (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (art, business, civics, current events, popular culture) (Int), Listen (Wis), Perform (Cha), Pilot (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language, Swim (Str), and Survival (Wis).

Skill Points at 1st Level:

Skill Points at 1st Level:

Skill Points at 1st Level:

Skill Points at 1st Level:

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Skill Points at Each Additional Skill Points at Each Additional Skill Points at Each Additional Skill Points at Each Additional Level:

Level:

Level:

Level:

Level: 6 + Int modifier.

Wealth Bonus:

Wealth Bonus:

Wealth Bonus:

Wealth Bonus:

Wealth Bonus: +6.

Class Features

Bonus feat:

Bonus feat:

Bonus feat:

Bonus feat:

Bonus feat: The entrepreneur begins play with the Personal Firearms Proficiency feat.

Cool Salesman (Ex):

Cool Salesman (Ex):Cool Salesman (Ex):

Cool Salesman (Ex):

Cool Salesman (Ex): In making sales calls to freaks, weirdoes, and even aliens across the galaxy, the entrepreneur becomes somewhat inured to strange behavior and odd goings-on. Choose three skills; when making a check with any of them, the entrepreneur can take 10 even when distracted or under duress.

The character can add one additional skill every three entrepreneur levels, to a total of six skills at 10th level.

Residence:

Residence:Residence:

Residence:

Residence: Through skill in the real-estate market (or the smarts to check the obituaries for folks giving up nice rent-controlled arcology flats), the entrepreneur begins play with a well-appointed residence — an arcology apartment in New York, a small estate just outside of Buenos Aires, etc. This home doesn’t qualify as a Sanctum, but rather an additional ordinary living place. The character gains an additional residence at 6th level (typically as his corporation really begins to establish itself). This can be just about anywhere reasonable — the entrepreneur is unlikely to acquire a home in the depths of the Amazon, but the construction of a new home on Mars or Titan carries with it the potential for excitement and adventure.

Background Feats:

Background Feats:Background Feats:

Background Feats:

Background Feats: The entrepreneur gains a free background feat at 2nd, 4th, 6th, 8th and 10th levels. He must meet all the usual criteria for the feat, and must choose from one of the following trees:

Backing, Followers, Influence, Reputation, Resources or Sanctum.

Social Graces (Ex):

Social Graces (Ex):Social Graces (Ex):

Social Graces (Ex):

Social Graces (Ex): By 3rd level, the entrepreneur enjoys enough clout as an up-and-comer that he can gain entry to even the most exclusive venues.

This functions as the entertainer’s star treatment class ability.

Signature Vehicle:

Signature Vehicle:

Signature Vehicle:

Signature Vehicle:

Signature Vehicle: At 5th level, the entrepreneur gains a truly custom-built vehicle. This is likely a prototype or other unique vehicle. He may already own plenty of ordinary

Signature Vehicle: At 5th level, the entrepreneur gains a truly custom-built vehicle. This is likely a prototype or other unique vehicle. He may already own plenty of ordinary

In document Aeon Trinity - Trinity d20 (Page 132-143)

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