BASE CLASSES
Basic Class Descriptions
Ability
This entry tells which ability is typically associated with that class.
Hit Die
The die type used by characters of the class to determine the number of hit points gained per level.
A player rolls two die of the given type, keeping the highest, each time his or her character gains a new level. The character’s Constitution modifier is applied to the roll. Add the result to the character’s hit point total. Even if the result is 0 or lower, the character always gains at least 1 hit point. A 1st-level character gets the maximum hit points rather than rolling (although the Constitution modifier is still applied).
Action Points
The number of action points gained per level.
Class Skills
This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level, even for a character with an Intelligence penalty).
A 1st-level character starts with 4 times the number of skill points he or she receives upon attaining each level beyond 1st. The maximum ranks a character can have in a class skill is the character’s level +3.
A character can also buy skills from other classes’ skill lists. Each skill point buys a half rank in these cross-class skills, and a character can only buy up to half the maximum ranks of a class skill.
Starting Feats
The feats gained at 1st level in the class.
Class Table
This table details how a character improves as he or she attains higher levels in the class. It includes the following information.
Level: The character’s level in the class.
Base Attack Bonus: The character’s base attack bonus and number of attacks.
Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies.
Ref Save: The base save bonus for Reflex saving throws. The character’s Dexterity modifier also applies.
Will Save: The base save bonus for Will saving throws. The character’s Wisdom modifier also applies.
Class Features: Level-dependent class features, each explained in the section that follows.
Defense Bonus: The character’s bonus to Defense. The character’s Dexterity modifier and equipment bonus also applies.
Reputation Bonus: The character’s base Reputation bonus.
Class Features
This entry details special characteristics of the class, including bonus feats and unique talents, that are gained as a character attains higher levels in the class.
Talents
Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them.
Bonus Feats
Every basic class offers a selection of bonus feats to choose from. A character gains a bonus feat upon attaining each even-numbered level in a class. These bonus feats are in addition to the feats that all characters receive as they attain new levels. Some feats have prerequisites that must be met before a character can select them.
THE STRONG HERO
Ability: Strength
Hit Die: 1d8
BAB: Good
Fort: Good
Reflex: Poor
Will: Poor
Reputation: Poor
Action Points: Strong heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Strong hero’s class skills (and the key ability for each skill) are:
Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (Any) (Int), Language (int), Profession (Wis), Repair (Int), Spot (wis), and Swim (Str).
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (4 + Int modifier)x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting
A Strong hero begins play with the Simple Weapons Proficiency.
THE FAST HERO
Ability: Dexterity
Hit Die: 1d8
BAB: Average
Fort: Poor
Reflex: Good
Will: Poor
Reputation: Poor
Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Fast hero’s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (Any) (Int), Language (int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spot (wis), and Tumble (Dex).
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Starting Feats
A Fast hero begins play with the Simple Weapons Proficiency feat.
THE TOUGH HERO
Ability: Constitution
Hit Die: 1d10
BAB: Average
Fort: Good
Reflex: Poor
Will: Poor
Reputation: Poor
Action Points: Tough heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills
The Tough hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (Any) (Int), Language (int), Profession (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Feats
A Tough hero begins play with the Simple Weapons Proficiency feat.
THE SMART HERO
Ability: Intelligence
Hit Die: 1d6
BAB: Poor
Fort: Poor
Reflex: Poor
Will: Good
Reputation: Average
Action Points: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Smart hero’s class skills (and the key ability for each skill) are: Computer Programing (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (Any) (Int), Language (int), Navigate (Int), Profession (Wis), Repair (Int), Research (Int), Science (int) (any), Search (Int), and Spot (wis).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (10 + Int modifier) x4.
Skill Points at Each Additional Level: 10 + Int modifier.
Starting Feats
A Smart hero begins play with the Simple Weapons Proficiency feat.
THE DEDICATED HERO
Ability: Wisdom
Hit Die: 1d8
BAB: Average
Fort: Average
Reflex: Average
Will: Average
Reputation: Average
Action Points: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (Any) (Int), Language (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Feats
A Dedicated hero begins play with the Simple Weapons Proficiency feat.
THE CHARISMATIC HERO
Ability: Charisma
Hit Die: 1d6
BAB: Poor
Fort: Poor
Reflex: Poor
Will: Good
Reputation: Good
Action Points: Charismatic heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Charismatic hero’s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Any) (Int), Language (int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), and Spot (wis).
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.
Starting Feats
A Charismatic hero begins play with the Simple Weapons Proficiency feat.
TALENTS AND FEATS
Characters choose new Talents and Feats as they level. A general rule is that Talents are restricted to specific classes and Occupations, feats can be taken by anyone. If a feat has prerequisites these must not restrict it by class.
TALENTS BY CLASS