• No results found

Prestige Classes

In document Aeon Trinity - Trinity d20 (Page 143-148)

Trinity Trinity Trinity Trinity

Trinity assumes that all characters begin a more specialized field of study at some point in their adventuring careers. This is represented by prestige classes — although the player can instead choose a different core class if she wishes. The prestige classes from the DMG are not used in TrinityTrinityTrinityTrinity; instead, select from theTrinity listings that follow.

Some of the listed prestige classes have the same names as classes found in Adventure! Adventure! Adventure! Adventure! Adventure! and AberrantAberrantAberrantAberrantAberrant; they are adjusted for the Unity Era, however, and should be used in place of write-ups found in the other books. In addition, the disciple from Adventure!Adventure!Adventure!Adventure!Adventure!

and the crusader from Aberrant Aberrant Aberrant Aberrant Aberrant may be used almost as-written in Trinity

Trinity Trinity Trinity

Trinity, if the GM wishes.

TRINITY

Table 9–9: Diplomat (Dpl) Psychic

PsychicPsychic Psychic

Psychic BaseBaseBaseBaseBase ACACACACAC FortitudeFortitudeFortitudeFortitudeFortitude ReflexReflexReflexReflexReflex WillWillWillWillWill Level

LevelLevel Level

Level Attack BonusAttack BonusAttack Bonus BonusAttack BonusAttack Bonus BonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial

1st +1 +1 +0 +2 +2 Background feat, instant transportation

2nd +1 +1 +0 +3 +3 Etiquette familiarity, honest broker

3rd +1 +1 +1 +3 +3 Conflict avoidance

4th +2 +2 +1 +4 +4 Background feat

Description: The Earth is less Balkanized than ever in history, with the governments of Africa joining the UAN and the FSA’s annexation of most of North America. The new superpowers of the southern hemisphere are still discovering the limits of their power. The orders and metanational corporations provide still further complication to the global power mix.

Into this jumble strides the diplomat. His array of contacts, encyclopedic knowledge of world affairs, and matchless interpersonal communications skills provide him with effortless access to the halls of power. The diplomat brokers deals between powerful international (and interplanetary) organizations, and helps groups find mutually beneficial solutions to their joint problems.

Allegiance:

Allegiance:

Allegiance:

Allegiance:

Allegiance: Most diplomats are associated with large organizations — whether national governments, orders, the UN or one of its arms, metanational corporations, or interstellar colonies. Freelance diplomats exist also, as mediators or representatives wherever their interests take them or where the price is right.

Prerequisites:

Prerequisites:

Prerequisites:

Prerequisites:

Prerequisites: Diplomacy 8 ranks;

Information Broker; Celebrity.

Hit Die:

Class Skills: The diplomat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Computer Use (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (art, behavioral sciences, business, civics, current events, tactics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, and Spot (Wis).

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level: 6 + Int modifier.

Class Features

Background Feat (Ex):

Background Feat (Ex):

Background Feat (Ex):

Background Feat (Ex):

Background Feat (Ex): At 1st and 4th level, you may select one Background feat from one of the following trees: Citizenship, Contacts, Followers, Influence, Resources, Status. You must qualify in all other fashions for whichever feat you take.

Instant Transportation Instant TransportationInstant Transportation Instant Transportation

Instant Transportation (Ex):(Ex):(Ex):(Ex):(Ex): Since the diplomat must often jet off to remote locations on short notice, he keeps transportation on retainer. The diplomat and his entourage never wait for a cab to the airport, or find themselves in a starport layover: On less than an hour’s notice, he can always arrange for the fastest reasonable transport to wherever he needs to be. This ability does not prevent complications en route — the starship might still get hijacked, or the limo might get stuck in traffic. But ordinary routine delays never occur.

Etiquette Familiarity (Ex):

Etiquette Familiarity (Ex):Etiquette Familiarity (Ex):

Etiquette Familiarity (Ex):

Etiquette Familiarity (Ex): At 2nd level, the diplomat never suffers penalties to Diplomacy checks derived from unfamiliarity with local custom; he is either knowledgeable about local customs, or can figure out what the proper custom is through keen observation, deduction and insight.

Honest Broker (Ex):

Honest Broker (Ex):Honest Broker (Ex):

Honest Broker (Ex):Honest Broker (Ex): At 2nd level, the diplomat grows skilled at acting as a mediator between two parties. So long as the diplomat acts as a non-partisan broker in a dispute, he receives a +4 bonus on his Sense Motive rolls to determine the true goals of both parties in the dispute. This is reduced to a +2 bonus if the diplomat advocates one point

in the dispute.

Conflict Avoidance (Ex):

Conflict Avoidance (Ex):

Conflict Avoidance (Ex):

Conflict Avoidance (Ex):

Conflict Avoidance (Ex): By 3rd level, the diplomat is keenly aware of the ebb and flow of social energy around him, even sensing the imminent eruption of violence. The diplomat is aware enough to keep out of trouble that he gains a +4 bonus on his initiative check and a +2 bonus to his Armor Class for the duration of any combat that erupts from a social interaction — a dinner party that breaks into fisticuffs or negotiations with a hostage taker, but not an ambush or a battlefield skirmish.

Honored Counsel (Ex):

Honored Counsel (Ex):Honored Counsel (Ex):

Honored Counsel (Ex):Honored Counsel (Ex): By 5th level, the diplomat’s renown precedes him in the halls of power, providing a +2 bonus to Charisma and a single background feat from the Citizenship, Contacts, Influence or Status trees. Also, powerful organizations frequently enlist his aid in resolving disputes (this confers no direct game effect, but can be a useful tool in

developing new plot threads).

TRINITY

Description: There are no new frontiers left on Earth — or are there? The planet’s oceans and the deepest reaches of Antarctica are fast becoming new homes to the ever-growing population, and intrepid souls are needed to help explore these new habitats.

The greatest frontier, though, is found among the stars. Human colonies are built in deepest space and on strange worlds. Despite tremendous technological advances, it’s become clear that orbital and satellite photography, remote vehicles and computer modeling can only take planners so far. A living person is still vital to investigating new environs

— someone must learn the real lay of the land and discover its secrets.

Allegiance:

Allegiance:

Allegiance:

Allegiance:

Allegiance: Explorers rarely affiliate with large organizations, but they are not loners; explorers understand the need for a team of professionals to cover one another in the event of an emergency.

Some explorers do take on work from colonial governments or metacorporations looking to open facilities on a new world.

Prerequisites:

Prerequisites:

Prerequisites:

Prerequisites:

Prerequisites: Survival 8 ranks; Knowledge (Earth and life sciences) 4 ranks; Endurance; must have visited at least one locale beyond Earth.

Hit Die:

Hit Die:

Hit Die:

Hit Die:

Hit Die: d10.

Class Skills:

Class Skills:

Class Skills:

Class Skills:

Class Skills: The explorer’s class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (art, current events, Earth and life sciences, history, physical sciences, space, theology and philosophy, xenobiology) (Int), Listen (Wis), Move Silently (Dex), Pilot (Dex), Profession (Wis), Repair (Int), Ride (Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level: 6 + Int modifier.

Class Features

Survivor (Ex):

Survivor (Ex):

Survivor (Ex):

Survivor (Ex):

Survivor (Ex): An explorer gains the Track and Self-Sufficient feats.

Regional Lore:

Regional Lore:

Regional Lore:

Regional Lore:

Regional Lore: At 2nd level, the explorer gains greater knowledge of one particular

terrain type of her choice — aquatic, jungle, desert, forest, hills, marsh, mountains, plains, underground; or a single alien environment (including vacuum-exposed craters or entire asteroids). The explorer thereafter has a +2 bonus on any skill checks relating to the exploration of that type of terrain, from navigating the wilderness to knowing whether a particular animal is dangerous. This includes the use of Gather Information, Handle Animal, Knowledge, Search and Survival. This ability even applies if performed on an alien world. The explorer can choose an additional regional lore at 4th level.

Construction Sense (Ex):

Construction Sense (Ex):

Construction Sense (Ex):

Construction Sense (Ex):

Construction Sense (Ex): At 3rd level, the explorer amasses sufficient knowledge of planetary geology and construction to gain a +2 bonus on checks to notice unusual work in any construction, such as sliding walls, new construction (even when built to match the old), unsafe surfaces, shaky ceilings and the like. Construction disguised as a natural object or environment counts as unusual workmanship. An explorer who merely comes within 10 feet of unusual construction can make a check as if she were searching actively. This bonus stacks with that

granted by regional lore.

This ability functions for all manner of construction, whether stone, wood, metal, bone or otherwise. This increases to a +4 bonus at 5th level.

Ignore Hardship (Ex):

Ignore Hardship (Ex):Ignore Hardship (Ex):

Ignore Hardship (Ex):

Ignore Hardship (Ex): At 4th level, the explorer gains an almost supernatural ability to ignore the worst hardships of traveling in a harsh environment. She gains 5 points of cold resistance and fire resistance, and 5/— damage reduction against falling damage only.

Master of the Unknown (Ex):

Master of the Unknown (Ex):Master of the Unknown (Ex):

Master of the Unknown (Ex):

Master of the Unknown (Ex):

At 5th level, the explorer gains a +4 bonus on all Reflex saves to avoid natural hazards, from rockfalls to quicksand. She also gains a +4 bonus on Fortitude saves against natural poisons of all kinds. Additionally, the explorer can persevere for double the length of time before having to check against any adverse environmental effects, including exposure to hard vacuum. (See DMG, Chapter 8: Glossary,

“The Environment”

for details on natural hazards.)

Table 9–10: The Explorer (Exr) 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 +1 +1 +2 +1 +0 Survivor

2nd +1 +2 +2 +1 +1 Regional lore

3rd +2 +2 +3 +1 +1 Construction sense

4th +2 +3 +3 +2 +1 Ignore hardship, regional lore

5th +3 +3 +4 +2 +2 Master of the unknown

TRINITY

Table 9–11: The Mercenary (Mrc) Psychic

PsychicPsychic Psychic

Psychic BaseBaseBaseBaseBase ACACACACAC FortitudeFortitudeFortitudeFortitudeFortitude ReflexReflexReflexReflexReflex WillWillWillWillWill Level

LevelLevel Level

Level Attack BonusAttack BonusAttack Bonus BonusAttack BonusAttack Bonus BonusBonusBonusBonus SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave SpecialSpecialSpecialSpecialSpecial

1st +1 +1 +2 +0 +0 Training focus

2nd +2 +2 +3 +0 +0 Training specialization

3rd +3 +3 +3 +1 +1 Tactical aid

4th +4 +4 +4 +1 +1 Defensive position

5th +5 +5 +4 +1 +1 Critical strike

Mercenary

Description:

Description:

Description:

Description:

Description: A mercenary is a warrior for hire; he owes his allegiance to no country and no man, but only to the wealth of his employer. Mercenaries are pragmatic; they will not fight to the death for a cause, but rather surrender where necessary

— live today to fight again tomorrow. A mercenary prides himself on his professional attitude and his military abilities; an experienced mercenary cannot be matched on the battlefield.

Allegiance:

Allegiance:

Allegiance:

Allegiance:

Allegiance: Mercenaries never ally themselves permanently with any employer or political organization, but they may become permanent members of a mercenary company or guild. There are exceptions, but most mercenaries are defined by their loyalty to the dollar rather than their allegiance to a cause. The most noteworthy exception to this rule is the Second Legion:

Those soldiers are solid members of Psi Order Legions, but within that allegiance will fight for anyone with the right coin.

Prerequisites:

Prerequisites:

Prerequisites:

Prerequisites:

Prerequisites: Base attack bonus +5;

Knowledge (tactics) 5 ranks.

Hit Die:

Hit Die:

Hit Die:

Hit Die:

Hit Die: d10.

Class Skills:

Class Skills:

Class Skills:

Class Skills:

Class Skills: The mercenary’s class skills (and the key ability for each skill) are:

Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Pilot (Dex), Profession (Wis), Speak Language, Spot (Wis), Survival (Wis), Swim (Str).

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level: 2 + Int modifier.

Class Features

Training Focus (Ex):

Training Focus (Ex):Training Focus (Ex):

Training Focus (Ex):

Training Focus (Ex): At 1st level, the mercenary chooses a specific weapon in which he is proficient (he may select unarmed strike, grapple or a psi power that requires an attack roll); he adds a +1 bonus on all attack rolls made using the selected weapon.

Training Specialization (Ex):

Training Specialization (Ex):

Training Specialization (Ex):

Training Specialization (Ex):

Training Specialization (Ex): At 2nd level, a mercenary gains a +2 bonus on damage rolls with the weapon he chose for training focus. This may be an external weapon or a

psi power.

Tactical Aid (Ex):

Tactical Aid (Ex): Tactical Aid (Ex):

Tactical Aid (Ex):

Tactical Aid (Ex): Upon reaching 3rd level, the mercenary can provide tactical aid to one or more allies within sight and voice range of his position. With an attack action, he can provide tactical aid to any single ally (other than himself). With a full-round action, he can provide tactical aid to all of his allies (including himself).

This aid provides either a bonus on attack rolls or to Armor Class (mercenary’s choice). This bonus is equal to the mercenary’s Intelligence modifier (minimum +1), and lasts for a number of

rounds equal to his levels in mercenary.

Defensive Position (Ex):

Defensive Position (Ex):

Defensive Position (Ex):

Defensive Position (Ex):

Defensive Position (Ex): Starting at 4th level, the mercenary gains an additional +2 cover bonus to Armor Class and an additional +2 cover bonus on Reflex saves whenever he takes cover (see Player’s Handbook, Chapter 8: Combat,

“Combat Modifiers”).

Critical Strike (Ex):

Critical Strike (Ex):

Critical Strike (Ex):

Critical Strike (Ex):

Critical Strike (Ex): At 5th level, a mercenary can confirm a threat as a critical hit automatically when attacking with his training focus weapon, thereby eliminating the need to make a critical roll.

TRINITY Table 9–12: Scientist (Sci)

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 +1 +0 +0 +2 Scientific prominence, scientific specialty +2

2nd +1 +1 +0 +0 +3 Research grant

3rd +1 +2 +1 +1 +3 Scientific improvisation, scientific specialty +4

4th +2 +2 +1 +1 +4 Research lab

5th +2 +3 +1 +1 +4 Scientific renown, scientific specialty +6

Scientist

Description:

Description:

Description:

Description:

Description: At the end of the 19th century, humans believed that the major problems of science were all but solved. They believed that at the end of the 20th century, too, but the rise of aberrants showed such perceptions to be both quaint and wrong.

Scientists in the early 22nd century have no such foolish preconceptions; the discovery of the subquantum stratum, the folding of spacetime, and physical exploration of remote star systems all provide fodder for scientists’ infinite curiosity.

Allegiance:

Allegiance:

Allegiance:

Allegiance:

Allegiance: The days of the great universities and their sky-blue research programs are over. Today, scientific research is funded by Æon, by the orders (particularly Orgotek and ISRA) or by metacorporations. Some nomadic, independently-minded scientists do prowl the spaceways in search of the breakthrough that will make them h o u s e h o l d and any three of the following:

Knowledge (Earth and life sciences) 7 ranks, Knowledge (noetics) 7 ranks, Knowledge (physical sciences) 7 ranks, Knowledge (technology) 7 ranks, Knowledge (space) 7 ranks or Knowledge (xenobiology) 7 ranks.

Hit Die:

Hit Die:Hit Die:

Hit Die:Hit Die: d6.

Class Skills:

Class Skills:

Class Skills:

Class Skills:

Class Skills: The scientist’s class skills (and the key ability for each skill) are Appraise (Int), Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Knowledge (any) (Int), Profession (Wis), Research (Int), Search (Int), Speak Language.

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level:

Skill Points at Each Level: 6 + Int modifier.

Class Features

Scientific Prominence (Ex):

Scientific Prominence (Ex):Scientific Prominence (Ex):

Scientific Prominence (Ex):

Scientific Prominence (Ex): At 1st level, the scientist has gained a certain degree of fame within her field, conferring a +2 on any Charisma-related checks to influence researchers or technologists in her field or related fields.

Scientific Specialty (Ex):

Scientific Specialty (Ex):

Scientific Specialty (Ex):

Scientific Specialty (Ex):

Scientific Specialty (Ex): Upon taking this class, the character must choose a scientific specialty. The two primary specialties in modern scientific research are noetics (the study of the subquantum universe and psi abilities) or xenobiology (the study of alien life);

GMs may come up with additional specialties. A noetic specialist need not be a psion, but being one does offer benefits to research.

The character gains a +2 bonus on Knowledge checks relating to her specialty; this increases to a +4 bonus at 3rd level and a +6 bonus at 5th level. The specialist also gains a specialty ability, as noted below.

Noetic Analysis (Noetics): On a successful DC 15 Intelligence check, a noeticist can discern the type of psi aptitude at work in a given situation (or whether the effect is quantum in origin instead).

Biosphere Analysis (Xenobiology): On a successful DC 15 Intelligence check, a xenobiologist can discern whether a given organism is edible, hostile, passively dangerous or intelligent to some degree.

Research Grant (Ex):

Research Grant (Ex):

Research Grant (Ex):

Research Grant (Ex):

Research Grant (Ex): A 2nd-level scientist receives a research grant from a major institution designated by the GM. This provides her with the Deep Pockets feat from the Resources feat tree as long as she provides results to the institution (on average, one breakthrough, advancement or other documented result annually). She gains the benefit of Wealth Beyond Avarice if she has Deep Pockets already.

Scientific Improvisation (Ex):

Scientific Improvisation (Ex):

Scientific Improvisation (Ex):

Scientific Improvisation (Ex):

Scientific Improvisation (Ex): Upon reaching 3rd level, the scientist can improvise solutions using common objects and scientific know-how to create inventions in a dramatic situation quickly and cheaply, but with a limited duration.

By combining common objects with a Craft check that corresponds to the function desired, the scientist can build a tool or device to deal with any mundane situation. The DC for the Craft check equals 5 + the purchase DC of the object that most closely matches the desired function.

Electronic devices, special tools, weapons, mechanical or biotech devices and more can be built with scientific improvisation. It takes a full-round action for every full 5 points of the object’s purchase DC to improvise a device (so, an object with purchase DC 13 takes 2 rounds to make).

Once used, the improvised item lasts a number of rounds equal to the scientist’s class level (or until the end of the current encounter, at the GM’s discretion). It then breaks down and cannot be repaired. Only objects that can normally be used more than once can be improvised, and they must be existing technology.

Research Lab (Ex):

Research Lab (Ex):

Research Lab (Ex):

Research Lab (Ex):

Research Lab (Ex): At 4th level, the character’s research lab takes on nearly mythical proportions, becoming akin to Edison’s lab in Menlo Park.

This extensive facility confers a +4 circumstance bonus on Knowledge checks relating to her specialty, and a +2 circumstance bonus on Knowledge checks relating to two other Knowledge categories (chosen at the time this ability is gained). The lab is also equipped with research assistants, as designated by the Retainers feat from the Followers feat tree.

Scientific Renown (Ex):

Scientific Renown (Ex):

Scientific Renown (Ex):

Scientific Renown (Ex):

Scientific Renown (Ex): At 5th level, the scientist’s knowledge and ability put her at the very top of her field. She can treat any

Scientific Renown (Ex): At 5th level, the scientist’s knowledge and ability put her at the very top of her field. She can treat any

In document Aeon Trinity - Trinity d20 (Page 143-148)

Related documents