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xenophile_advanced_class

Xenophile (Advanced Class)

The Xenophile studies and analyzes the physiology, psychology, culture, and technology of other species. A Xenophile's fascination with “xenomorphs” (alien life forms) can manifest in myriad ways, but her interest in other species doesn't bestow any special kinship with them. While some Xenophiles express genuine fondness or compassion for new xenomorphs they encounter, a roughly equal number are dispassionate researchers interested only in advancing the science of xenobiology. A few Xenophiles actively use such knowledge to combat and exterminate perceived or real xenomorphic threats to their own species.

Select this advanced class if you want your character to know the abilities, strengths, and weaknesses of various xenomorphs knowledge that might be used to help or harm them.

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 Xenophile, a character must fulfill the following criteria.

  • Skills: Knowledge (Life Sciences) 6 ranks, Knowledge (Technology) 6 ranks.
  • Smart Hero Talent: Either Linguist or Exploit Weakness.

Xenophile table hereThe XENOPHILE Class Base Attack Fort Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +0 +1 +0 +2 Xenolore, Xenotype (1st) +0 +0 2nd +1 +2 +0 +3 Xenoresistance +1 +1 +1 3rd +2 +2 +1 +3 Bonus Feat +1 +1 4th +3 +2 +1 +4 Xenotype (2nd) +1 +1 5th +3 +3 +1 +4 Xenodefense +1, Xeno- +2 +2 resistance +2 6th +4 +3 +2 +5 Bonus Feat +2 +2 7th +5 +4 +2 +5 Xenotype (3rd) +2 +2 8th +6 +4 +2 +6 Xenoresistance +3 +3 +3 9th +6 +4 +3 +6 Bonus Feat +3 +3 10th +7 +5 +3 +7 Xenodefense +2, Xenotype +3 +3

HIT DIE

The Xenophile gains 1d8 hit points per level. The character's Constitution modifier applies.

ACTION POINTS

The Xenophile gains a number of action points equal to 6 + one-half her character lev-el, rounded down, every time she attains a new level in this class.

CLASS SKILLS

The Xenophile's class skills are as follows.

Bluff (Cha), Computer Use (Int), Decipher Script (Int), Diplomacy (Cha), Research (Int), Sense Motive (Wis), Treat Injury (Wis).

Skill Points at Each Level: 6 + Int modifier

CLASS FEATURES

The following class features pertain to the Xenophile advanced class.

Xenolore

A Xenophile can make a Knowledge check to identify certain characteristics of a xeno-morph, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 10 + the xenomorph's Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xeno-phile learns another piece of useful information.

The type of Knowledge check depends on the xenomorph's creature type, as shown below:

Xenotype

A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them. At 1st level, a Xenophile may select a type of creature (also called a “xenotype”) from among those given on the table on the next page: Xenotypes. She must meet the special prerequisite to choose a xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against mem-bers of the chosen xenotype. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on Table 1-18. In addition, at each such interval, the bonus against anyone xenotype (including the one just selected, if desired) increases by 2. For example, a 4th-level Xenoophile has two chosen xenotypes; against one, she gains a +4 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and

Xenodefense

At 5th level, during her action, the Xenophile can designate an opponent and receive a +1 insight bonus to Defense against any subse-quent attacks from that opponent. The oppo-nent must belong to one of the Xenophile's chosen xenotypes (see Xenotype, above). The Xenophile can select a new opponent on any action.

At 10th level, the insight bonus to De-fense increases to +2.Survival checks and weapon damage rolls, and against the other she has a +2 bonus. At 7th level, she has three xenotypes, and she gains an additional +2 bonus that she can assign to anyone of the three. Thus, her bo-nuses could be +4, +4, +2 or +6, +2, +2.

A Xenophile who chooses humanoids as a xenotype must also specify a particular species (such as elf, fraal, kroath, mutant, or reptilian).

Xenoresistance

At 2nd level, a Xenophile gains a +1 bonus on saving throws to resist the extraordinary, spell-like, or supernatural attacks of species other than her own. This bonus increases to +2 at 5th level and +3 at 8th level.

Bonus Feats

At 3rd, 6th, and 9th level, the Xenophile gets a bonus feat. The bonus feat must be selected from the following list, and the Xenophile must meet all the prerequisites of the feat to select it. Alien Cohort, Alien Weapons Proficiency, Authorized Channels, Combat Expertise, Combat Reflexes, Culturally Adapted, Defensive Movement, Dodge, Educated, Extra Favored Enemy, Favored Critical, Focused, Government Sanctioned, Guide, Improved Dis-arm, Improved Feint, Improved Trip, Medical Expert, Military Scientist, Mobility, Modify Combat Style, Open Minded, Planetary Adaptation, Psionic Hole, Spacer, Starship Operation, Stealthy, Studious, Surface Vehicle Operation, Surgery, Weapon Focus, Xenodiplomat, Xenomedic, Zero-G Training.

Xenotype example table hereXENOTYPES Xenotype Example Special Prerequisite Aberration Star Doppleganger Knowledge (earth and life sci) 12 ranks Animal Shark None Construct Robot Knowledge (technology) 9 ranks Dragon Wyrm Knowledge (earth and life sci) 9 ranks Elemental Etoile Knowledge (earth and life sci) 9 ranks Fey Jynx Knowledge (arcane lore) 6 ranks Giant Urban Wendigo None Humanoid Human None Magical Beast Grendelspawn Knowledge (arcane lore) 9 ranks Monstrous Humanoid Sesheyan Knowledge (earth and life sci) 9 ranks Ooze Terrestrial Effluvium Knowledge (earth and life sci) 9 ranks Outsider Dimensional Horror Knowledge (theology/philosophy) 9 Plant Monstrous Flytrap None Undead Bodak Knowledge (theology/philosophy) 6 Vermin Puppeteer None

Storyteller House Rule

Requirements

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

Base Attack Bonus:

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

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

Class Skills

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

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st
xenophile_advanced_class.txt · Last modified: 2021/12/04 00:39 (external edit)