elysium-nebula class-guide

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Ambassador Advanced Class The Ambassadors are the only thing holding the humans back from total war. They are skilled in the arts of diplomacy and bureaucracy. Once a character has chosen to enter the world of politics they must pledge an allegiance to some authority even if they are only there to bring it down. Once chosen the allegiance will allow her access to restricted information from the political body she works for. Requirements To qualify to become an Ambassador, a character must fulfill the following criteria: Skills; Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks. Charismatic Hero Talents: Charm, favor. Allegiances: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below). Class Information; The following information pertains to the Ambassador advanced class. Hit Die; the Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points; The Ambassador 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 Ambassador’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none). Skill Points at Each Level 4 + Int modifier. Class Features The following class features pertain to the Ambassador advanced class. Diplomatic Immunity; Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime. Level BAB Fort Ref Will Special Def Rep 1 st +0 +0 +0 +2 Diplomatic immunity +1 +1 2 nd +1 +0 +0 +3 Open arms +1 +1 3 rd +2 +1 +1 +3 Bonus feat +2 +1 4 th +3 +1 +1 +4 Information access +2 +2 5 th +3 +1 +1 +4 Stipend +3 +2 6 th +4 +2 +2 +5 Bonus feat +3 +2 7 th +5 +2 +2 +5 Restricted access +4 +3 8 th +6 +2 +2 +6 Stipend +4 +3 9 th +6 +3 +3 +6 Bonus feat +5 +3 10 th +7 +3 +3 +7 Select consuls +5 +4

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Page 1: Elysium-Nebula Class-Guide

Ambassador Advanced Class The Ambassadors are the only thing holding the humans back from total war. They are skilled in the arts of diplomacy and bureaucracy. Once a character has chosen to enter the world of politics they must pledge an allegiance to some authority even if they are only there to bring it down. Once chosen the allegiance will allow her access to restricted information from the political body she works for.

Requirements To qualify to become an Ambassador, a character must fulfill the following criteria: Skills; Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks. Charismatic Hero Talents: Charm, favor. Allegiances: An Ambassador must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Ambassador breaks this allegiance, she loses all the benefits of the Diplomatic Immunity and Open Arms class features (see Class Features, below). Class Information; The following information pertains to the Ambassador advanced class. Hit Die; the Ambassador gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points; The Ambassador 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 Ambassador’s class skills are as follows. Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sense Motive (Wis), and Speak Language (none). Skill Points at Each Level 4 + Int modifier. Class Features The following class features pertain to the Ambassador advanced class. Diplomatic Immunity; Starting at 1st level, if the Ambassador is arrested for a crime, she can make a Diplomacy check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Diplomacy check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity for Diplomacy check DCs based on the severity of the crime.

Level BAB Fort Ref Will Special Def Rep

1st +0 +0 +0 +2 Diplomatic immunity +1 +1 2nd +1 +0 +0 +3 Open arms +1 +1 3rd +2 +1 +1 +3 Bonus feat +2 +1 4th +3 +1 +1 +4 Information access +2 +2 5th +3 +1 +1 +4 Stipend +3 +2 6th +4 +2 +2 +5 Bonus feat +3 +2 7th +5 +2 +2 +5 Restricted access +4 +3 8th +6 +2 +2 +6 Stipend +4 +3 9th +6 +3 +3 +6 Bonus feat +5 +3

10th +7 +3 +3 +7 Select consuls +5 +4

Page 2: Elysium-Nebula Class-Guide

If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Diplomacy check. An Ambassador who routinely invokes the privilege of diplomatic immunity, either on her own behalf or to protect her selected consuls is likely to be recalled or terminated by those she has sworn to represent.

Open Arms; Beginning at 2nd level, the Ambassador is skilled at initiating peaceful negotiations. She may add a competence bonus equal to one-half her Ambassador class level on all Diplomacy checks. Bonus Feats At 3rd, 6th, and 9th level, the Ambassador gets a bonus feat. The bonus feat must be selected from the following list, and the Ambassador must meet all the prerequisites of the feat to select it. Attentive, Defensive Martial Arts, Dodge, Educated, Improved Initiative, Low Profile, Oathbound, Renown, Trustworthy. Information Access; Starting at 4th level, the Ambassador can make Gather Information checks without spending money or making Wealth checks, provided she is dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward her or those she represents. Dealing with individuals or organizations that are hostile requires the Ambassador to make Wealth checks as usual when using the Gather Information skill. Stipend; Skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th level, and again at 8th level, the Ambassador gains a one-time Wealth bonus increase of +4. Restricted Access. At 7th level, the Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on

Severity of Crime Examples DC Effect of Successful Diplomacy Check

Class 5 Disturbing the peace, public

intoxication, no injurious traffic violation

15 -2 penalty on

subsequent Diplomacy checks in that area

Class 4

Possession of controlled substance, injurious traffic violation, operating

business without a license, operating a vehicle or starship

without a license, assault without a deadly weapon

20 -5 penalty on

subsequent Diplomacy a checks in that area

Class 3

Attempted bribery of a public official, robbery or grand theft, aiding and

abetting a known felon, assault with a deadly weapon, possession of a

concealed weapon

25 -10 penalty on

subsequent Diplomacy checks in the area

Class 2

Murder or manslaughter, fraud, smuggling, assault against a public

official, trafficking in controlled substances

30 Deportation within 2d6 hours

Class 1 Conspiracy against the government, murder of a public official, sabotage

of public utilities 35

Detention pending the diplomatic action by character's affiliated

government

Page 3: Elysium-Nebula Class-Guide

Computer Use checks made to defeat computer security and a +5 bonus on Research checks. Select Consuls; At 10th level, the Ambassador may appoint a number of individuals equal to her Reputation bonus as "consuls" or "attaches". These appointed individuals gain all the benefits of the diplomatic immunity, information access, and restricted access class features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.

Arcane Arranger The ultimate P.R. person, an Arcane Arranger has his ear to the ground at all times. He is the one to go to for anything out of the ordinary. If you need the information he can give it to you, for a price. He also has his hands and name in many circles and so can easily slip in as one of the guys. He has “friends” every where and is able to get a hold of any product you need.

A high Intelligence is also useful for the Arcane Arranger, since knowledge is his province. Requirements: To qualify to become an Arcane Arranger, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Gather Information 6 ranks, any Knowledge (arcane law, business, current events, popular culture, or streetwise) 6 ranks. Class Information: The following information pertains to the Arcane Arranger advanced class. Hit Die: Arcane Arrangers gain 1d6 hit points per level. The character's Constitution modifier applies. Action Points: Arcane Arrangers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills: The Arcane Arranger's class skills are: Bluff (Cha), Computer Use (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcane lore, business, current events, popular culture, streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level, 7 + Intelligence modifier. Class Features The following features pertain to the Arcane Arranger advanced class. Word on the Street The Arcane Arranger filters information constantly and remembers everything. Through regular contacts, gossip, internet chats, and other situations, he has a deep knowledge of everyday things. The Arcane Arranger can make a Gather Information check on general or specific information instantaneously, and spends only an hour making a Gather

Level BAB Fort Ref Will Special Def Rep 1st +0 +0 +0 +1 Word on the street +0 +2 2nd +1 +0 +0 +2 False allegiance +1 +2 3rd +1 +1 +1 +2 Bonus feat +1 +2 4th +2 +1 +1 +2 Shadow resources +1 +3 5th +2 +1 +1 +3 Pack rat +2 +3 6th +3 +2 +2 +3 Bonus feat +2 +3 7th +3 +2 +2 +4 Expert in your field +2 +4 8th +4 +2 +2 +4 Up my sleeve +3 +4 9th +4 +3 +3 +4 Bonus feat +3 +4

10th +5 +3 +3 +5 Up my sleeve +3 +5

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Information check for restricted information. Retries may be made under normal rules. Protected information still requires 1d4+1 hours for a check. The purchase DC for using Gather Information is reduced by 10. False Allegiance The Arcane Arranger fits in with whatever group he chooses to be with. At 2nd level, the Arcane Arranger can successfully emulate an allegiance he knows about. He gains the +2 circumstance bonus on Charisma-based skills when dealing with an individual of the same allegiance. The allegiance and its bonus is considered in effect until a check is failed, at which point the false allegiance is revealed. Supernatural and spell-like abilities that determine allegiance are not affected by the Arcane Arranger's false allegiance ability. Bonus Feats At 3rd, 6th, and 9th level, the Arcane Arranger gets a bonus feat. The bonus feat must be selected from the following list, and the Arcane Arranger must meet all of the prerequisites for the feat to select it. Arcane Skills, Armor Proficiency (light), Attentive, Builder, Combat Expertise, Educated, Gearhead, Improved Disarm, Jack of All Trades, Renown, Studious, Trustworthy, Windfall. Shadow Resources At 4th level, the Arcane Arranger is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. Even if away from his home stomping ground a phone call can produce a contact with the needed resource. Make a level check, adding all Arcane Arranger levels and any levels of Charismatic Hero. The difficulty of this task is based on how common the required abilities are: Common Skill (Ride, Pilot, Treat Injury) DC 10 Uncommon Skill (subgroups of other skills such as Knowledge (arcane lore) or Craft (structural)) DC 15 Rare Skill (skills available for a particular class-Spellcraft, Psicraft, Use Magic Device) DC 20 Specific Feat DC 20 Class Feature (spellcasting, turn undead, psionics) DC 20 Specific Combination of Skills, Feats, and Abilities (someone with Knowledge (business) and the ability to cast the augury spell) DC 25 Finding someone willing to perform activities secretly or illegally DC +5 Finding someone with a specific level of ability Add desired ranks to DC A successful check indicates that the individual is available, and the Arcane Arranger knows about him. It does not guarantee the character contacted will be willing to perform the requested service-the party requesting the service must still negotiate for that person's services. An unsuccessful check means that no such individual is immediately known or available to the Arcane Arranger. This does not negate trying again for a different skill, nor from trying to locate a skill resource through more traditional methods. The resource the Arcane Arranger knows about will have total ranks in the needed skill of at least the Arcane Arranger's total character level +3. Pack Rat At 5th level, the Arcane Arranger is considered to have considerable material resources either at hand or easily and cheaply acquired. When making a Wealth check to determine if a particular item is "at hand," add the Arcane Arranger class levels as a circumstance bonus. Expert in Your Field At 7th level, the Arcane Arranger is considered a master of connections, such that his reputation precedes him in his dealings with others. The Arcane Arranger gains a circumstance bonus equal to his Reputation bonus when making skill checks that are directly involved with Gather Information and Diplomacy skills. In addition, the Arcane Arranger may add his Reputation bonus on Wealth checks for new purchases. Up My Sleeve At 8th level, the Arcane Arranger gains the supernatural ability to pull a specific item out of thin air. As a move action, the Arcane Arranger may cause any item currently in his

Page 5: Elysium-Nebula Class-Guide

possession (with a size no greater than Small) to disappear into an extra-dimensional space. The item becomes impossible to detect by any means, however detect magical aura spells will reveal a moderate magical aura around the hand that last held the item. As a move action, the Arcane Arranger can cause the item to reappear in his hand. The Arcane Arranger may only hide one item at a time in this fashion. At 10th level, the Arcane Arranger may use this ability to hide a single object of up to Large size or up to three objects of up to Small size (each of which may be retrieved individually).

Battle Sorcerer The Battle Sorcerer is a person whose faith has brought them out to expanse in defense of their ideology. They can be fierce combatants and are never one to over think a situation. They are steadfast in their beliefs and will share with any willing to listen.

A high Charisma score is necessary to ensure the ability to cast spells. Requirements To qualify to become a Battle Sorcerer, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Knowledge (theology and philosophy) 6 ranks, Listen 6 ranks. Allegiance: At the time that the character receives her first level in the Battle Sorcerer advanced class, she must select an allegiance to a faith, concept, tradition or alignment. The Battle Sorcerer may choose positive (good) or negative (evil) energy as an allegiance, but is not required to. Class Information Hit Die Battle Sorcerers gain 1d6 hit points per level. The character's Constitution modifier applies. Action Points Battle Sorcerers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Battle Sorcerer's class skills are as follows: Concentration (Con), Craft (chemical, pharmaceutical, visual arts) (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (art, behavioral sciences, earth and life sciences, theology and philosophy) (Int), Perform (act, dance, sing, stand-up) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Treat Injury (Wis). Skill Points at Each Level, 5 + Int modifier. Class Features

Level BAB Fort Ref Will Special Def Rep

1st +0 +2 +1 +1 Arcane skills, divine spells +1 +2

2nd +1 +3 +2 +2 Turn undead, divine spells +1 +2

3rd +1 +3 +2 +2 Bonus feat, divine spells +2 +2

4th +2 +4 +2 +2 Combat casting, divine spells +2 +3

5th +2 +4 +3 +3 Brew potion, divine spells +3 +3 6th +3 +5 +3 +3 Bonus feat, divine spells +3 +3

7th +3 +5 +4 +4 Discern lie, divine spells +4 +4

8th +4 +6 +4 +4 Turn humans, divine spells +4 +4

9th +4 +6 +4 +4 Bonus feat, divine spells +5 +4 10th +5 +7 +5 +5 Empower spell, divine spells +5 +5

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The following features pertain to the Battle Sorcerer advanced class. Arcane Skills At 1st level, the Battle Sorcerer gains the Arcane Skills feat, granting access to the following skills: Spellcraft, Use Magic Device, and the arcane functions of Concentration and Craft (chemical). Divine Spells The Battle Sorcerer casts divine spells the same as Acolytes. A Battle Sorcerer's selection of spells is extremely limited. The Battle Sorcerer begins play knowing four 0-level spells (called orisons) and two 1st-level spells. At each level, the Battle Sorcerer gains one or more new spells as indicated below). These spells can be common spells chosen from the Battle Sorcerer's spell list or they can be unusual spells of the Battle Sorcerer's own devising. The Battle Sorcerer is limited to casting a certain number of spells of each level per day, but need not prepare those spells in advance. The number of spells that may be cast per day may be increased by a sufficiently high Charisma score. A Battle Sorcerer may use a higher-level slot to cast a lower-level spell. The Battle Sorcerer may spend an action point to "trade out" a known spell (losing it entirely) in exchange for another; in this fashion the Battle Sorcerer is not penalized for filling all the slots of their known spells list. Battle Sorcerers do not have "cure" or "inflict" spells in their spell lists. Battle Sorcerer may use incantations to cast these spells. The Difficulty Class for a saving throw against the Battle Sorcerer's spell is 10 + the spell's level + the Battle Sorcerer's Wisdom modifier. The Battle Sorcerer doesn't acquire her spells from books or scrolls, nor does she prepare them through study. Instead, she meditates or prays for her spells, receiving them through her own strength of faith or as divine inspiration. The Battle Sorcerer must spend one hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on the Battle Sorcerer's spell preparation. In addition, the Battle Sorcerer receives bonus spells based on her Wisdom score, as shown on the chart below. Spell List Battle Sorcerers use all the divine spells, except that Battle Sorcerers may not use the spells listed below. 0-level: Cure minor wounds, inflict minor wounds 1st-level: Cure light wounds, inflict light wounds 2nd-level: Cure moderate wounds, inflict moderate wounds 3rd-level: Cure serious wounds, inflict serious wounds 4th-level: Cure critical wounds, inflict critical wounds 5th-level: Mass cure light wounds, mass inflict light wounds, raise dead

Bonus Spells by Spell Level Wisdom 1 2 3 4 5 12-13 1 - - - - 14-15 1 1 - - - 16-17 1 1 1 - - 18-19 1 1 1 1 - 20-21 2 1 1 1 1 22-23 2 2 1 1 1

Spells per Day by Spell Level Level 0 1 2 3 4 5 1st 3 2 - - - - 2nd 4 3 - - - - 3rd 4 3 2 - - - 4th 5 4 3 - - - 5th 5 4 3 2 - - 6th 5 4 4 3 - - 7th 6 5 4 3 2 - 8th 6 5 4 3 2 - 9th 6 5 5 4 3 2

10th 6 5 5 4 4 3

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Turn or Rebuke Undead Starting at 2nd level, the Battle Sorcerer gains the supernatural ability to affect the undead, such as zombies, skeletons, ghosts, and vampires in a manner similar to Acolyte. However, the Battle Sorcerer's allegiance does not affect the type of effects she has on the undead. Furthermore, the Battle Sorcerer affects undead as if she were an Acolyte of one level lower than her current Battle Sorcerer class. A Battle Sorcerer may turn, rebuke, command or bolster the undead. She may destroy the undead if of sufficient levels. She cannot dispel the turning of an Acolyte. Bonus Feats At 3rd, 6th, and 9th level, the Battle Sorcerer gets a bonus feat. The bonus feat must be selected from the following list, and the Battle Sorcerer must meet all of the prerequisites for the feat to select it. Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Attentive, Creative, Dodge, Educated, Empower Turning, Greater Spell Focus, Greater Spell Penetration, Improved Turning, Renown, Spell Focus, Spell Penetration, Trustworthy, Windfall. The Battle Sorcerer may also take any metamagic feats as bonus feats. Combat Casting At 4th level, the Battle Sorcerer becomes adept at casting spells during combat. She gets a +4 bonus to Concentration checks made to cast a spell while on the defensive. Brew Potion At 5th level, the Battle Sorcerer can create potions, which carry spells within themselves. The Battle Sorcerer can create a potion of any spell of 3rd level or lower that she knows. The spell must target a character or characters. Brewing a potion takes one day. When the Battle Sorcerer creates a potion, she sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Battle Sorcerer's own level. The purchase DC of the raw material to brew a potion is 15 + the potion's spell level + the potion's caster level. The Battle Sorcerer must also spend experience points to brew a potion. The XP cost is equal to the spell level x the caster level x the purchase DC of the raw materials. Finally, the Battle Sorcerer makes a Craft (chemical) skill check. The DC for the check is 10 + the spell level + the caster level. If the check fails, the raw materials are used up but the XP are not spent. The Battle Sorcerer can try again the next day. When the Battle Sorcerer creates a potion, she makes any choices that she would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an experience point cost also carries a commensurate cost. In addition to the raw materials cost, the Battle Sorcerer must expend the material component or pay the XP cost when creating the potion. Discern Lie The Battle Sorcerer develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Battle Sorcerer must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Battle Sorcerer can determine whether a spoken statement is true or false with a successful Sense Motive check opposed by the subject's Bluff check or DC 10, whichever is greater. Turn or Rebuke Humans Starting at 8th level, the Battle Sorcerer gains the supernatural ability to affect humans, allowing her to command them or drive them off in the fashion of the Acolyte's turn undead ability. The Battle Sorcerer's allegiance does not affect the type of effects she has on humans. The ability does not affect humanoids or other creatures. Unlike other turning abilities, the Battle Sorcerer must spend an action point to turn or rebuke humans. A

Battle Sorcerer Spells Known Level 0 1 2 3 4 5

1st 4 2 - - - - 2nd 5 2 - - - - 3rd 5 3 1 - - - 4th 6 3 2 - - - 5th 6 4 2 1 - - 6th 7 4 3 2 - - 7th 7 5 3 2 1 - 8th 8 5 4 3 2 - 9th 8 5 4 3 2 1

10th 9 5 5 4 3 2

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Battle Sorcerer may turn, rebuke, command or bolster humans. She cannot destroy the targeted humans with this ability, nor can she dispel the turning of another individual. Empower Spell At 10th level, the Battle Sorcerer learns to cast spells to greater effect. All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, as appropriate. Spells without random variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell's actual level. Therefore, a Battle Sorcerer can only empower 1st, 2nd, or 3rd-level spells.

Bodyguard Advanced Class Having a bodyguard is a must for any and all famous and infamous people. This is the man you will rely on when things get sticky. He will soak up the damage and allow for a speedy get a way for his boss. There are few that would choose to mess with him and they are sorry for it.

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

Base Attack Bonus: +2 Skill: 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. Action Points 6 + one-half character level, rounded down, every time the Bodyguard attains a new level in this class Class Skills The Bodyguard's class skills (and the key ability for each skill) are: Concentration (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 2 + Int modifier. Class Features

Level BAB Fort Ref Will Special Def Rep 1st +0 +1 +2 +0 Harm's way +1 +0 2nd +1 +2 +3 +0 Combat sense +1 +1 +0 3rd +2 +2 +3 +1 Bonus feat +2 +1 4th +3 +2 +4 +1 Sudden action +2 +1 5th +3 +3 +4 +1 Improved charge +3 +1 6th +4 +3 +5 +2 Bonus feat +3 +2 7th +5 +4 +5 +2 Defensive strike +4 +2 8th +6 +4 +6 +2 Combat sense +2 +4 +2 9th +6 +4 +6 +3 Bonus feat +5 +3

10th +7 +5 +7 +3 Blanket protection +5 +3

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The following features pertain to the Bodyguard advanced class. Harm's Way 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 him or herself to the attack in the ally's stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally. The Bodyguard must declare his or her intention to place him or herself in harm's way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can't change his or her 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 or her 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, Street fighting, Vehicle Expert. Sudden Action Once per day, a Bodyguard of 4th level or higher can focus his or her effort to burst into sudden action when the situation calls for it. The Bodyguard can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Bodyguard sees fit. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action. Improved Charge A Bodyguard of 5th level or higher can make a charge without having to move in a straight line. All other charge rules apply, but the Bodyguard can alter his or her direction when making a charge to avoid obstacles. Defensive Strike At 7th level, if an opponent makes a melee attack against the Bodyguard and misses while the Bodyguard is using the total defense option, the Bodyguard can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The Bodyguard gains no bonus against an opponent who doesn't attack the Bodyguard 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) within sight and voice range of his position. The Bodyguard 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.

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Chronomancer Chronomancers are generally athletic studiers of the eldritch discipline of Chronomancy. Chronomancy is strongly tied to physical fitness and agility. In order to manipulate the time-space continuum Chronomancers must have already pushed their physical bodies to the limit of what it would normally be capable. Practice of Chronomancy has a long and respected history among the Elves and has recently started to spread to the humans. The Order of the Steel Monks are noted to perform some Chronomantic feats such as quickened shooting speed and limited teleportation. However their abilities do not match the advanced Chronomantic powers wielded by the pure Chronomancer.

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

Base Attack Bonus: +2. Skills: Sleight of Hand 6 ranks, Tumble 6 ranks. Feat: Acrobatic, Run Class Information Hit Die The Chronomancer gains 1d6 hit points per level. Action Points 6 + one-half character level, rounded down, every time the Chronomancer attains a new level in this class. Class Skills The Chronomancer's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (current events, popular culture, streetwise, theology and philosophy) (Int), Listen (Wis), Move Silently (Dex), Profession

(Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Swim (Str), Tumble (Dex).

Level BAB Fort Ref Will Special Def Rep

1st +0 +1 +2 +0 Supernatural Speed +1 +1

2nd +1 +2 +3 +0 Assail +2 +1 3rd +1 +2 +3 +1 Bonus feat +2 +2 4th +2 +2 +4 +1 Haste Self +3 +2 5th +2 +3 +4 +1 Slow Curse +4 +3 6th +3 +3 +5 +2 Bonus feat +4 +3 7th +3 +4 +5 +2 Hold Monster +5 +4 8th +4 +4 +6 +2 Teleport +6 +4 9th +4 +4 +6 +3 Bonus feat +6 +5

10th +5 +5 +7 +3 Time Stop +7 +5

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Skill Points at Each Level, 5 + Int modifier. Class Features The following features pertain to the Chronomancer advanced class. Supernatural Speed At first level a Chronomancer learns to manipulate time-space to move in an accelerated fashion. His base land speed increases by 5 feet every two levels - +5 at first, +10 at third, +15 at fifth, +20 at seventh and finally +25 by ninth level. Only the Chronomancer's basic racial land speed is increase other forms of movements (climb speed, fly speed or swim speeds) are unaffected. Assail Assail is a short-ranged spell-like attack that a Chronomancer can perform as an attack action. Assail has a range of 5 feet / 2 levels of Chronomancer and the Chronomancer needs to make a ranged touch attack to hit with assail. If he hits successfully the target can make a Will saving throw (DC 10 + Chronomancer's Int mod + half Chronomancer level) to resist its effects. If Assail is successful the target is jumped back across space-time, teleporting 5 feet / 2 levels of Chronomancer backwards ignoring intervening terrain. This can have the effect of knocking him to the other side of a wall, knocking him out of a building, or out a spaceship. If Assail forces the opponent into solid structure then Assail fails and the target simply takes 3d10 points of Force damage. Bonus Feats At 3rd, 6th, and 9th level, the Chronomancer 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. Alertness, Armor Proficiency (light), Athletic, Attentive, Brawl, Cautious, Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Renown, Stealthy. Haste Self Starting at 4th level, the Chronomancer can weave a spell of eldritch haste on himself as a move-equivalent action. Haste can be used 3 times per day and lasts for a number of rounds equal 3 plus the Chronomancer's Constitution modifier. Additionally Haste can be used further times beyond 3 through the expenditure of an Action Point. This extra speed has several effects. When making a full attack action, a hasted Chronomancer may make one extra attack with any weapon he is holding. The attack is made using the Chronomancer's full base attack bonus, plus any modifiers appropriate to the situation. A hasted Chronomancer gains a +1 bonus on attack rolls and a +1 dodge bonus to Defense and Reflex saves. All of the hasted Chronomancer's modes of movement (including land movement, burrow, climb, fly, and swim) increases by 30 feet. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste counters and is countered by Slow Curse. Slow Curse Starting at 5th level the Chronomancer can curse his enemies by slowing time around them. Slow Curse can be used 3 times per day and lasts for a number of rounds equal 3 plus the Chronomancer's Constitution modifier. Additionally Slow Curse can be used further times beyond 3 through the expenditure of an Action Point. Slow Curse can be used at a range of 25ft plus 5ft per Chronomancer level (max 75ft) and affects one creature per Chronomancer level (max 10), no two of which can be more than 30 ft apart. Targets can resist Slow Curse by passing a Will Save (DC 10 + Chronomancer's Int mod + half Chronomancer level). An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, Defense, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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Multiple slow effects don't stack. Slow Curse counters and dispels haste. Hold Monster At 7th level, a Chronomancer can completely stop the progression of time around a specific target - effectively pinning them in place. Hold Monster can be used 2 times per day and lasts for a number of rounds equal 3 plus the Chronomancer's Constitution modifier. Additionally Hold Monster can be used further times beyond 2 through the expenditure of an Action Point. Hold Monster has a range of 30 feet and the Chronomancer needs to make a ranged touch attack to hit with the spell. If he hits successfully the target can make a Will saving throw (DC 10 + Chronomancer's Int mod + half Chronomancer level) to resist its effects. The subject becomes paralyzed and freezes in place. It cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can't swim and will sink - but it will not drown as while time is frozen around the target no breathing is necessary. Teleport Once per day the Chronomancer can perform a long distance teleportation that can move him and his allies a considerable distance. The Chronomancer can gain additional uses per day of Teleport through the expenditure of an Action Point. This spell-like ability instantly transports the Chronomancer and up to a number of willing touched allies equal to 1 plus the Chronomancer's Charisma modifier to a designated destination, which may be as distant as 1 billion miles (about 4 times the distance between the Earth and the Moon) which is useful for some local jumps but not interplanetary ones. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong eldritch energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. Familiarity "Very familiar" is a place where you have been very often and where you feel at home. "Studied carefully" is a place you know well, either because you can currently see it, you've been there often, or you have used other means (such as scrying) to study the place for at least one hour. "Seen casually" is a place that you have seen more than once but with which you are not very familiar. "Viewed once" is a place that you have seen once, possibly using magic. "False destination" is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. On Target You appear where you want to be.

Familiarity On Target

Off Target

Similar Area Mishap

Very familiar 01-97 98-99 100 -

Studied carefully 01-94 95-97 98-99 100

Seen casually 01-88 89-94 95-98 99-100

Viewed once 01-76 77-88 89-96 97-100

False info (1d20+80) - - 81-92 93-

100

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Off Target You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly Similar Area You wind up in an area that's visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell's range, the spell simply fails instead. Mishap You and anyone else teleporting with you have gotten "scrambled." You each take 1d10 points of damage and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time "Mishap" comes up, the characters take more damage and must reroll. Time Stop At 10th level the Chronomancer can stop time once per day. The Chronomancer cannot gain additional uses of this ability by spending an Action Point. This seems to make time cease to flow for everyone but the Chronomancer. The Chronomancer is free to act for 3 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. Most Chronomancers use the additional time to improve their defenses, use healing, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession. You are undetectable while time stop lasts.

Combat Kineticist A Kineticist is a character who has turned their budding telekinetic powers into a fierce fighting style. They gain abilities to mover objects with only the powers of thought. As they grow stronger they are able to create a weapon of pure thought.

Requirements To qualify to become a Combat Kineticist, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Jump 6 ranks. Feat: Wild Talent Class Information

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +2 +1 Autohypnosis, Farhand +1 +0 2nd +1 +3 +3 +1 Psiblade, Arcane Tattoo +2 +0 3rd +2 +3 +3 +2 Bonus feat +2 +0 4th +3 +4 +4 +2 Psifield +3 +0 5th +3 +4 +4 +3 Improved Psiblade +4 +1 6th +4 +5 +5 +3 Bonus feat +4 +1 7th +5 +5 +5 +4 Telekinesis +5 +1 8th +6 +6 +6 +4 Improved Psifield +6 +1 9th +6 +6 +6 +5 Bonus Feat +6 +2

10th +7 +7 +7 +5 Ultimate Psiblade +7 +2

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Hit Die The Combat Kineticist gains 1d8 hit points per level. The character's Constitution modifier applies. Action Points The Combat Kineticist 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 Combat Kineticist's class skills are as follows. Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (visual arts) (Int), Drive (Dex), Jump (Str), Knowledge (current events, streetwise) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Swim (Str). Skill Points at Each Level 3 + Int modifier. Class Features The following features pertain to the Combat Kineticist advanced class. Farhand At 1st level the Combat Kineticist can move light objects with his mind alone. This ability does not cost the Kineticist anything other than the time to cast it. She points her finger at an object up to 5lbs in weight and can lift it and move it at will from a distance. As a move action, she can propel the object as far as 15 feet in any direction, though this eldritch ability ends if the distance between the Combat Kineticist and the object ever exceeds a range of 25ft + 5ft per level of Combat Kineticist. Psi-Blade

At 2nd level, a Combat Kineticist can manifest a glowing blade of mental energy. This 1-foot-long blade extends from the Combat Kineticist's fist and counts as a small weapon. It can be manifested as a move action, and it lasts for as long as the Combat Kineticist wills it to. Dissipating the blade is a free action. If dismissed, she can create another one for free on her next move action. The psi-blade deals 1d6 points of piercing damage. At 3rd level, her psi-blade gains a +1 enhancement bonus. At 5th level the enhancement bonus improves to +2. At 7th level, it improves to +3, and at 9th level it improves to +4. The Combat Kineticist can apply the Weapon Focus or Weapon Finesse feats to her psi-blade.

Eldritch Tattoo Starting at 2nd level, a Combat Kineticist can create an arcane tattoo on his body or someone else's that can be used to invoke an eldritch power. Crafting a tattoo requires a DC 15 Craft (Visual Arts) check and the expenditure of an Action Point (if the check is failed the AP is still lost). No tools are required to make this tattoo, it is imprinted psionically. Optional tattoos are listed below. At the GM's discretion the Kineticist could learn more tattoos, but they may require better Craft scores to design. Eldritch Surge: Grants a +2 bonus to an Ability Score of choice for 30 mins. The ability it affects must be declared at casting. Eldritch Mending: Causes the recovery of 1d8 + X hit points where X is the character's number of Combat Kineticist levels. War Shout: Is consumed as a free action and can only be used in conjunction with a standard Charge combat maneuver. The Combat Kineticist emits a psionic scream as he assaults, granting an additional +2 attack bonus on a charge

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action and forcing the charged target to make a Will save (DC 15 + 1/2 Kineticist's level + Kineticist's WIS mod) to resist a Stun effect. Power Leap: Is consumed to grant a one-time +50 bonus on a Jump check. Bonus Feats At 3rd, 6th, and 9th level, the Combat Kineticist gets a bonus feat. The bonus feat must be selected from the following list, and the Combat Kineticist must meet all the prerequisites of the feat to select it. Athletic, Blind-Fight, Cleave, Combat Martial Arts, Combat Reflexes, Combat Throw, Defensive Martial Arts, Exotic Melee Weapon Proficiency, Focused, Improved Combat Martial Arts, Power Attack, Weapon Finesse, Weapon Focus. Psi-Field At 4th level, a Combat Kineticist can manifest a shield of psychic energy, outlining her body in a barely perceptible glowing nimbus that provides a +3 force field bonus to Defense. The shield can be manifested for free as a move action, and it lasts until the Kineticist dismisses it. The Psi-Field is a visible barrier and looking out of it is distracting. As long as it is erected the Combat Kineticist suffers a -2 penalty on Spot checks. Improved Psi-Blade At 5th level, a Combat Kineticist's psi-blade increases in damage capability. It now deals 1d8 points of piercing damage on a successful attack. Telekinesis At 7th level, a Combat Kineticist improves his telekinetic abilities. The telekineticist moves objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. True telekinesis is costly for the Combat Kineticist and can only be used once per day. The Combat Kineticist can gain additional uses each day by spending an action point. Sustained Force A sustained force moves an object weighing no more than 200 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the power can last 5 rounds, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these may require additional checks - such as a generic Intelligence check. Combat Maneuver Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your base attack bonus as normal (for disarm and grapple), but you use your Intelligence modifier in place of your Strength or Dexterity modifier, and a failed attempt doesn't allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 5 rounds, but it ends if you cease concentration. Violent Thrust Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature within range toward any target within 50 feet of the target. You can hurl up to a total weight of 200 pounds per caster level. You must succeed on a ranged attack roll to hit the target with the using your base attack bonus + your Intelligence modifier. Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as

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daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a creature is telekinetically hurled against a solid surface, it takes damage as if it had fallen the distance thrown (1d6 per 10ft). Improved Psi-field At 8th level, a Combat Kineticist's psychic shield improves. It now provides a +6 equipment bonus to Defense. Ultimate Psi-Blade At 10th level, a Combat Kineticist's psi-blade increases further in damage capability. It now deals 2d6 points of piercing damage on a successful attack.

CYBERSURGEON

A Cybersurgeon is a specialized electrician who has perfected the art of putting together and taking apart cybernetic components. Some cybersurgeons operate illegally, using their own implants to aid them in black market surgeries under less than ideal circumstances. Many are walking surgery rooms, able to perform cybernetics surgery with little or no assistance. When crooks, hunters, or soldiers need someone to help with any cybernetic medical problem, it’s a cybersurgeon they seek out. Of course what they can put in, the cybersurgeon's can also take out. Some become buzzards who strip expensive cybernetic devices or even valuable organs from downed foes to sell on the black market. These scavengers are the worst perversion of the

medical occupation, causing pain and maiming their victim to make an easy credit. However for each illegitimate black market cybersurgeon there are plenty of noble-minded cybersurgeons who do what they do because cybernetics can save lives, recover limbs and make people whole again. Others are simply passionate nerds - just pushing the limits of how technology and organics can be fused to simply make life easier.

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Requirements To qualify to become a Cybersurgeon, a character must fulfill the following criteria. Skills: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (earth and life sciences) 6 ranks Feat: Medical Expert, Surgery Equipment: Cybernetic tool mount (internal or external): Surgery Kit Class Information Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Cybersurgeon attains a new level in this class. Class Skills The Cybersurgeon's class skills (and the key ability for each skill) are: Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (electronic, mechanical, pharmaceutical), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, current events, earth and life sciences, streetwise, technology) (Int), Profession (Wis), Read/Write Language, Repair (Int), Research (Int), Search (Int), Sense Motive (Wis), Speak Language, Treat Injury (Wis). Skill Points at Each Level: 7 + Int modifier. Class Features The following features pertain to the Cybersurgeon advanced class. Cybersurgeon Starting at first level you gain the extraordinary ability to Craft Cybernetics. You can build any of the cybernetic attachments described in the Equipment chapters of this book with the exception of cybernetic components developed by alien races or opposed political factions. For instance a human brought up in the United Republic will know how to build any component produced by CyberCorp but not by Core Cybernetics which is an Independent Coalition company. A character can learn alien or foreign technology by spending a day training with someone that has levels in the Cybersurgeon class that belongs to that faction or race. To build a Cybernetic attachment you must first make a Wealth check to against the Purchase DC - 2 of the attachment for the components. Reducing the DC by 2 is equivalent to halving the cost; the components tend to be cheaper than the full thing. Then you must invest 24 hours in its construction. At the end of the time you must pass a DC 25 Craft (mechanical) check and a DC 25 Craft (electrical) check. If both Craft checks succeed the Cybernetic attachment functions properly and can be installed any time. If either or both checks fail the attachment's design is flawed; another 24 hours must be spent fixing the problems, 2 new checks must be made at the end of this time. Once built you can install the component. You must succeed on a DC 20 Treat Injury check to install or remove a Cybernetic attachment. If you do not have a

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +0 +2 Cybersurgeon +1 +2 2nd +1 +3 +0 +3 Fast Operation +1 +3 3rd +1 +3 +0 +3 Bonus Feat +2 +3 4th +2 +4 +1 +4 Cyber Genius +2 +4 5th +2 +4 +1 +4 Bionic Tolerance +3 +4 6th +3 +5 +2 +5 Bonus Feat +3 +5 7th +3 +5 +2 +5 Integrated Systems +4 +5 8th +4 +6 +2 +6 Maximized System +4 +6 9th +4 +6 +3 +6 Bonus Feat +5 +6

10th +5 +7 +3 +7 Bionic Mastery +5 +7

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surgery kit or access to a medical facility you take a -4 penalty on the check. Cybernetic surgery takes 1d4 hours. Fast Operation With the aid of built-in surgery tools, a Cybersurgeon can perform surgery faster than normal. A Cybersurgeon can attempt to perform any surgery faster than normal. A Cybersurgeon can attempt to perform any surgery in 1/10 the normal time, for instance a Surgery that would normally take 1 hour will take 6 minutes. The surgeon takes a -5 penalty on the Treat Injury check. On a failed check, the surgery fails and the patient takes 2d6 points of damage. A cybersurgeon can't attempt a fast operation a second time; once a surgery has failed, it takes proper conditions to attempt again. Bonus Feats At 3rd, 6th and 9th level the Cybersurgeon gains a bonus feat. The bonus feat must be selected from the following list, and the Cybersurgeon must meet all the prerequisites of the feat to select it. Alertness, Brawl, Builder, Cautious, Educated, Frightful Presence, Gearhead, Low Profile, Medical Expert, Personal Firearms Proficiency, Run, Track. Cybernetic Genius Starting at 4th level the Cybersurgeon gains a +2 bonus on Craft, Knowledge and Treat Injury checks dealing with cybernetic implants. Bionic Tolerance Starting at 5th level the Cybersurgeon becomes highly tolerant of Cybernetic attachments. She can take as many Cybernetic attachments of double her Constitution modifier to a minimum of 2 instead of the normal rules of having as many as her Constitution modifier with a minimum of 1. Additional slots gained through the Cybertaker feat are not doubled. Integrated Systems A Cybersurgeon becomes comfortable with her cybernetic devices and can use them more easily and smoothly than a typical cyborg. When using a cyberneticly integrated weapon she gains a +2 bonus on attack and damage rolls at targets within 30ft (this stacks with Point Blank Shot). When using a device that grants access to a skill or gives a bonus to one or more skill the Cybersurgeon gains a +2 bonus with the relevant skill check. Use of the Cybernetic Tool Mount (Surgery Kit) for instance grants a +2 on Treat Injury which stacks with the Cybersurgeon's Cybernetic Genius ability for a total of +4. Maximized Systems At 8th level any skill or attack affected by the Integrated Systems class feature is subject to the Maximized Systems rule as well. Whenever an Action Point is spent to improve a roll made that is affected by the +2 Integrated Systems bonus the action point confers a bonus to the roll of 2d6 instead of the normal 1d6. Bionic Mastery At 10th level the Cybersurgeon can take a 10 any time she makes a skill check that is affected by the Integrated and Maximized Systems class abilities.

Daredevil Advanced Class The Daredevil takes her life in her own hands every time she goes on a mission. She thrives on adrenaline and fearful situations. To many she is unstable and going to get someone killed with her stunts.

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Requirements To qualify to become a Daredevil, a character must fulfill the following criteria. Base Attack Bonus: +2 Skill: Concentration 6 ranks, Drive 6 ranks. Feat: Endurance. Class Information The following information pertains to the Infiltrator advanced class. Hit Die The Daredevil gains 1d10 hit points per level. Action Points 6 + one-half character level, rounded down, every time the daredevil attains a new level in this class. Class Skills The Daredevil’s class skills (and the key ability for each skill) are: 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 that does not provoke an attack of opportunity. 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, Street fighting, Surface Vehicle Operation, Toughness, Vehicle Dodge, Vehicle Expert. Action Boost This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Game master reveals the result of the action. Adrenaline Rush At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase

Level BAB Fort Ref Will Special Def Rep

1st +0 +2 +0 +0 Fearless +1 +0 2nd +1 +3 +0 +0 Nip-up +2 +0 3rd +1 +3 +1 +1 Bonus feat +2 +1 4th +2 +4 +1 +1 Action boost +3 +1 5th +2 +4 +1 +1 Adrenaline rush +4 +1 6th +2 +4 +1 +1 Bonus Feat +4 +2 7th +3 +5 +2 +5 Delay damage +5 +2 8th +4 +6 +2 +2 Adrenaline rush +6 +2 9th +4 +6 +3 +3 Bonus feat +6 +3

10th +5 +7 +3 +3 Damage threshold +7 +3

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lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds. At 8th level, a Daredevil can temporarily increase two 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 his or her class level. Damage Threshold A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.

DEMONOLOGIST Demonology was the eldritch discipline first studied by the elves during the first Illithid Wars. Those elves that allowed them selves to study this dark discipline in order to fend off the alien threat may have saved the Elvish race, but in so doing damned themselves. Learning demonologists are only able to manifest demons

of moderate power levels and thus face little risk themselves, but more powerful demonologists can summon creatures of truly awesome power and more

often than not the demons, not the demonologists become

the masters. This is what happened to the original demonologists, now dubbed the drow, who live in the far outer rim of the Elysium Nebula in an area of space commonly called the Oort cloud. A high Charisma score is necessary to ensure the ability to cast the greatest number of eldritch powers.

Requirements To qualify to become a Demonologist, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Knowledge (theology and philosophy) 6 ranks, Knowledge (arcana) 6 ranks. Allegiance: At the time that the character receives her first level in the

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +1 +1 Affliction +1 +2 2nd +1 +3 +2 +2 Demonic Companion +1 +2 3rd +2 +3 +2 +2 Bonus Feat +2 +2 4th +3 +4 +3 +3 Combat Casting +2 +3 5th +3 +4 +3 +3 Blood Bond +3 +3 6th +4 +5 +4 +4 Bonus Feat +3 +3 7th +5 +5 +4 +4 Dark Sacrifice +4 +4 8th +6 +6 +5 +5 Turn or Rebuke Humanoids +4 +4 9th +6 +6 +5 +5 Bonus Feat +5 +4

10th +7 +7 +6 +6 Demonic Apotheosis +5 +5

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Demonologist advanced class, she must remove Good as an allegiance (if she previously had such an allegiance). There is no way to look upon demonology as a good act. At best it is neutral, born out of a need to survive, but demons are creatures bred purely for destruction. Special Background Note: Though this class is one of the available classes it should be noted that in the United Republic of Elysium and in the Independent Coalition of Human Advancement (but not in the New Elysian Democracy) the practice Demonology is a crime. There are special divisions of the URE and ICHA policing forces dedicated to psionic crimes. This is one such crime. If a demonologist is caught using his powers (summoning) in a public place he may be arrested and the punishments may be as light as a fine or as severe as a jail term depending on the type of spell cast. The exact playing out of this is left to the GM’s discretion. Remember – it is your game, so if you want demonology to be more accepted you can adjust the universe accordingly. Class Information Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Demonologist attains a new level in this class. Class Skills The Demonologist’s class skills are as follows: Concentration (Con), Craft (chemical, pharmaceutical, visual arts) (Int), Bluff (Cha), Disguise (Cha), Knowledge (art, behavioral sciences, earth and life sciences, theology and philosophy) (Int), Perform (sing) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Psicraft (Wis), Spot (Wis), Treat Injury (Wis). Skill Points at Each Level: 5 + Int modifier. Class Features The following features pertain to the Demonologist advanced class. Affliction At 1st level, the Demonologist gains the ability to inflict damage with her touch alone. This ability requires that the Demonologist make an unarmed touch attack (which provokes an attack of opportunity as normal) but otherwise does not count as a spell-casting. The amount of damage dealt by the affliction depends on the level of the caster.

Level Name of Effect Damage

1-2 Inflict Minor Wounds 1d8 + Charisma Modifier

3-4 Inflict Light Wounds 2d8 + Charisma Modifier

5-6 Inflict Moderate Wounds 3d8 + Charisma Modifier

7-8 Inflict Serious Wounds 4d8 + Charisma Modifier

9-10 Inflict Critical Wounds 5d8 + Charisma Modifier

Demonic Companion Upon reaching 2nd level, a demonologist gains the primary ability of his class. That is the use of an incredibly intelligent, strong, and loyal companion to serve her in her battles. This demon can be any creature of the Outsider (Evil) type with an appropriate CR. At the end of this class are a list of appropriate monster types. As a rule of thumb (GM's should have final discretion in all cases) a demon should have a CR lower than half the Demonologist's current level plus Charisma modifier. Once per day, as a full-round action, a demonologist may magically call her demon from the infernal realms in which it resides. The demon immediately appears adjacent to the demonologist and remains for 2 hours per level (total level, not just demonologist levels) plus the demonologists Charisma modifier.

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Recall that an Elysian Day is 26 hours so a total of 13 is required to keep the demon active for the full period. It may be dismissed at any time as a free action. The first time a Demon is summoned it costs the Demonologist a single action point. Thereafter summoning the same demon costs no action points. The demon is the same creature each time it is summoned, though the demonologist may release a particular demon from service, allowing him to summon a new demon of a different type. This is particularly valuable as the higher level the demonologist becomes the more powerful a companion he can summon. A demonologist might revert to an older companion - though this will cost an Action Point as if he had summoned a brand new companion. Each time the demon is called, it appears in full health, regardless of any damage it may have taken previously. The demon also appears wearing or carrying any gear it had when it was last dismissed, including any armor or firearms it might have been carrying. Should the demonologist’s demon companion drop below 0 hit points, it is immediately destroyed (not at -10 as per living characters), leaving behind any equipment it was carrying. The demonologist may not summon another companion for three days or until she gains a demonologist level, whichever comes first. Furthermore the moment it dies the demonologist suffers immediate feedback damage equal to the number of negative hit points the demon had when it was killed. For instance a demon with 3 hit points remaining who takes 17 hit points from a Railgun is at -14 hit points and is destroyed. 14 hit points of feedback damage are also dealt to the Demonologist summoner (which could well result in a double kill if the Demonologist does not have a good fortitude save or massive damage threshold). Bonus Feats At 3rd, 6th, and 9th level, the Demonologist gets a bonus feat. The bonus feat must be selected from the following list, and the Demonologist must meet all of the prerequisites for the feat to select it. Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Attentive, Creative, Dodge, Educated, Empower Turning, Improved Turning, Renown, Trustworthy, Windfall. The Demonologist may also take the Drow Racial Talent Tree talents as bonus feats, taking them in the appropriate order. These allow the Demonologist to summon creatures in addition to the Demonic Companion granted by the class. Combat Casting At 4th level, the Demonologist becomes adept at casting spells during combat. She can cast her Affliction spells without provoking an Attack of Opportunity (effectively treating them as armed attacks instead of unarmed strikes). When summoning a demon she gets a +4 bonus on Concentration checks made to cast on the defensive. Blood Bond Starting at 5th level the Demonologist can confer any amount of damage he suffers to his demonic companion if he so chooses. In effect the Demonic Companion will always die before the Demonologist does. Dark Sacrifice At 6th level, the Demonologist can sacrifice his companion. This is a full round action taken by the Demonologist in his own turn and its effects are worked out immediately (not in the demon's turn). When the Demonologist uses this ability the companion explodes in a shower of black acid, engulfing anyone in a 20ft radius. The black acid splash deals Xd6 points of damage where X is the hit dice of the Demon sacrificed. Targets struck can attempt a DC 15 reflex save for half damage. In addition the Demonologist gains a number of hit points equal to the number of hit points the Demon had remaining when it was sacrificed. This ability ignores the normal 'feedback' damage a Demonologist suffers when its Demonic Companion is killed. The demonologist does not have to wait the compulsory 30 day waiting period between demons, but cannot resummon this demon and this is obliged to pay the Action Point cost of summoning a new demon (even if it ends up being of the same type).

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Turn or Rebuke Humanoids Starting at 8th level, the Demonologist gains the supernatural ability to affect humanoids, allowing her to command them or drive them off in the fashion of the Acolyte's turn undead ability. The Demonologist's allegiance does not affect the type of effects she has on humanoids. Unlike other turning abilities, the Demonologist must spend an action point to turn or rebuke humanoids. A Demonologist may turn, rebuke, command or bolster humanoids. She cannot destroy the targeted humanoids with this ability, nor can she dispel the turning of another individual. Demonic Apotheosis At 10th level, the Demonologist is possessed by a spirit of destruction. In effect she attains Demonhood. This confers the following benefits: DR 10/- (this DR over-rides, does not stack with, additional DR’s from forcefields or other sources), Spell Resistance 20, +3 Natural Armour, natural attacks 1d6 + Strength claws and a 1d4 + 1/2 Strength bite attack, and a +2 profane bonus on the physical ability score Strength, Constitution and Dexterity. In addition the Demonic Apotheosis causes the following physical transformations: the growth of horns (size and appearance at player discretion), fangs, clawed hands and the development of an unnatural skin color: obsidian black, blood red, or vomit green.

Dogfighter Ace pilot, reckless manic, and egotistical jerk have all been used to describe the Dogfighter. He is at his best under pressure and threat of death. The maneuvers he can pull off will stun even the most veteran soldiers and keep the enemy on their toes. He will keep his ship together long after it should have come apart.

Requirements To qualify to become a Dogfighter, a character must fulfill the following criteria. Skills: Pilot 6 ranks Feats: Starship Operation (ultra light) Base Reflex Save: +2

Level BAB Fort Ref Will Special Def Rep

1st +0 +0 +2 +0 Bonus feat +1 +0 2nd +1 +0 +3 +0 Defender of the universe +1 +1 3rd +2 +1 +3 +1 Bonus feat +2 +1 4th +3 +1 +4 +1 Shake, rattle, and roll (1/day) +2 +1 5th +3 +1 +4 +1 To the max! +3 +2 6th +4 +2 +5 +2 Bonus feat +3 +2 7th +5 +2 +5 +2 Shake, rattle, and roll (2/day) +4 +2 8th +6 +2 +6 +2 Keep it together +4 +3 9th +6 +3 +6 +3 Bonus feat +5 +3

10th +7 +3 +7 +3 Shake, rattle, and roll (3/day) +5 +3

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Class Information Hit Die: The Dogfighter gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points: The Dogfighter 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 Dogfighter’s class skills are as follows: Bluff (Cha), Computer Use (Int), Craft (electronic, mechanical) (Int), Knowledge (popular culture, streetwise, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Repair (Int) Skill Points at Each Level 4+ Int modifier. Class Features The following class features pertain to the Dogfighter advanced class. Bonus Feats At 1st, 3rd, 6th, and 9th level, the Dogfighter gets a bonus feat. The bonus feat must be selected from the following list, and the Dogfighter must meet all the prerequisites of the feat to select it. Blind-Fight, Brawl, Gear head, Improved Brawl, Improved Feint, Spacer, Starship Battle Run, Starship Dodge, Starship Feint, Starship Gunnery, Starship Mobility, Starship Operation, Starship Strafe, Zero-G Training. Defender of the Universe Starting at 2nd level, a Dogfighter applies his Reputation bonus to the die result whenever he spends an action point to modify an attack roll, skill check, ability check, or saving throw made aboard a starship. Shake, Rattle, and Roll At 4th level, a Dogfighter learns how rock an enemy starship with weapons fire. The Dogfighter must declare that he is using this ability before making the attack roll (thus, a failed attack roll ruins the attempt). A starship damaged by the Dogfighter’s attack is shaken for 1 round; all passengers and crewmembers (pilots and gunners included) aboard the shaken ship take a -2 penalty on attack rolls, saving throws, and skill checks for 1 round. A Dogfighter may use this ability once per day at 4th level, twice per day at 7th level, and three times per day at 10th level. To the max! At 5th level and beyond, a Dogfighter can coax more thrust out of a ship’s engines, increasing its tactical speed by +500 feet. The Dogfighter must be piloting the ship to increase its tactical speed. Keep It Together At 8th level, a Dogfighter can continue to operate a starship even after it has been reduced to negative hit points and has begun breaking apart. The ship may take one move action or one attack action each round. However, the ship cannot be repaired and continues to lose 1 hit point per round; exploding once it reaches its destruction threshold. The Dogfighter and all other personnel aboard the ship are considered shaken, taking a -2 penalty on attack rolls, saving throws, and skill checks.

Dreadnaught With a great surge of energy the Dreadnaught forces back her enemies allowing her party time for a counter attack. The most fearsome thought of any person faced with this opponent is that she will never back down. As she grows in her talents her defenses become more resolute and her strength more impressive.

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Requirements To qualify to become a Dreadnought, a character must fulfill the following criteria. Skills: Intimidate 6 ranks Feats: Improved Damage Threshold Talents: Any two Tough hero talents.

Class Information Hit Die: The Dreadnought gains 1d12 hit points per level. The character’s Constitution modifier applies. Action Points: The Dreadnought 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 Dreadnought’s class skills are as follows: Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Profession (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level 2 + Int modifier. Class Features The following class features pertain to the Dreadnought advanced class. Fearless The Dreadnought is immune to fear effects. Stability The Dreadnought is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack. Unhindered The Dreadnought treats any suit of armor worn as though its armor penalty is 2 better. Ability Surge At 2nd level, the Dreadnought can temporarily increase her Strength, but at a penalty to Defense. At 5th and 8th level, she can use this ability more frequently. The Dreadnought gains a +8 morale bonus to Strength, but takes a -2 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Dreadnought’s class level. Following the ability surge, the Dreadnought is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Dreadnought may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level. Steamroller Starting at 2nd level, the Dreadnought does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.

Level BAB Fort Ref Will Special Def Rep

1st +0 +2 +0 +1 Fearless, stability, unhindered +0 +0

2nd +1 +3 +0 +2 Ability surge (1/day), steamroller +1 +0

3rd +2 +3 +1 +2 Bonus feat +1 +0 4th +3 +4 +1 +2 Master defender (+2) +1 +1 5th +3 +4 +1 +3 Ability surge (2/day), knockdown +2 +1 6th +4 +5 +2 +3 Bonus feat +2 +1 7th +5 +5 +2 +4 Master defender (+4) +2 +2

8th +6 +6 +2 +4 Ability surge (3/day), heavy artillery +3 +2

9th +6 +6 +3 +4 Bonus feat +3 +2 10th +7 +7 +3 +4 Master defender (+6) +3 +3

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Bonus Feats At 3rd, 6th, and 9th level, the Dreadnought gets a bonus feat. The bonus feat must be selected from the following list, and the Dreadnought must meet all the prerequisites of the feat to select it. Action Boost, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Brawl, Burst Fire, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Street fighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System. Master Defender Starting at 4th level, the Dreadnought becomes especially skilled in defensive fighting. Whenever she fights defensively or takes the total defense action, she gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense). The Dreadnought must be wearing medium, heavy, or powered armor to gain this bonus. The bonus increases to +4 at 7th level and +6 and 10th level. Knockdown At 5th level and beyond, whenever the Dreadnought is allowed to apply her Strength modifier to damage, she forces the target of her successful attack to make at a Fortitude save (DC = damage dealt) or be knocked prone by the force of the blow. Heavy Artillery Beginning at 8th level, a Dreadnought treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.

Eldritch Slayer After the Illithid wars the Drow demon summoners began to release control of their demons, thinking they had sent them back to where they came from. This was wrong. The newly released demons began opening gate ways of their own and bringing forth their brethren into our universe. To combat this new threat to the nebula and elite fighting force was created. The Eldritch Slayers were first found on the Drow planets but as the demons spread as to did the Slayers. Many planets the have outlawed demonology have special policing teams of Slayers. The character that enters into this class will come to have great powers to use against the demons and their kin and would be an asset to a party who has to deal with such creatures. Requirements To qualify to become an Eldritch Slayer, a character must fulfill the following criteria.

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Base Attack Bonus: +3 Feat: Archaic Weapons Proficiency. Allegiance: An Eldritch Slayer must have allegiance (good). If they lose such allegiance they can no longer continue further in the class. They do, however, retain all abilities of the class up to the point of change. Class Information The following information pertains to the Shadow Slayer advanced class.

Hit Die: The Eldritch Slayer gains 1d8-hit points per level. The character’s Constitution modifier applies. Action Points: The Eldritch Slayer 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 Eldritch Slayer’s class skills are as follows: Balance (Dex), Climb (Str), Concentration (Con), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level 2 + Int modifier. Class Features The following features pertain to the Eldritch Slayer advanced class. Detect Eldritch An Eldritch Slayer is uncannily aware of the denizens of Aether and the true nature of reality. Once per day per the Slayer’s level in this advanced class, the Eldritch Slayer can sense the presence of a denizen of Aether. In most campaigns any creatures other than humans, animals, and vermin are considered denizens of Aether. Using this talent is an attack action that requires concentration. It has a range of 30 feet and lasts as long as the Slayer concentrates, up to a number of rounds equal to the Slayer’s level in this advanced class. The amount of information gleaned by this uncanny awareness depends on how long the Slayer focuses his attention. 1st Round: Presence or absence of Aether creatures. 2nd Round: Number of Eldritch auras (creatures or objects of Aether) in the area and the power of the strongest eldritch aura present. If the power of the strongest eldritch aura is overwhelming, and has a rating of at least twice the Eldritch Slayer’s character level, the Slayer is stunned for 1 round and the use of this ability ends. While stunned, the Slayer

Level BAB Fort Ref Will Special D.B. Rep 1st +1 +1 +1 +1 Detect Eldritch +1 +0 2nd +2 +2 +2 +2 Eldritch Immunity +1 +0 3rd +3 +2 +2 +2 Bonus Feat +2 +0 4th +4 +2 +2 +2 Slayer Weapon +2 +0 5th +5 +3 +3 +3 Eldritch Enemy +3 +1 6th +6 +3 +3 +3 Bonus Feat +3 +1 7th +7 +4 +4 +4 Eldritch Enemy +4 +1 8th +8 +4 +4 +4 Fast Healing +4 +1 9th +9 +4 +4 +4 Bonus Feat +5 +2

10th +10 +5 +5 +5 Word of Slaying +5 +2

Creature/Object Rating Outsider HD

Magic item or spell Caster level x 1/2

Aberration, construct, dragon, elemental, undead creature

HD x 1/2

All other denizens of Aether HD x 1/5

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can’t act, he loses any Dexterity bonus to Defense, and attackers gain a +2 bonus on attacks made against him. 3rd Round: The power of each eldritch aura in the area becomes clear. If an aura is outside the Slayer’s line of sight, then he discerns its direction but not its exact location. Eldritch Aura A creature of Aether emanates an aura that links it to the supernatural dimension. The power of an eldritch aura depends on the type of creature or object emitting the aura and its Hit Dice or caster level. If an aura falls into more than one strength category (for instance, if a creature and a magic item are in the same place and each emits an aura), the ability indicates the stronger of the two. How long an Eldritch aura lingers after the creature or object has vacated the location depends on the aura’s original strength. Each round, an Eldritch Slayer can turn to detect the presence of Eldritch in a new area. The ability can penetrate barriers, but 1 foot of stone, 1 inch of metal, or 3 feet of wood or dirt blocks it. Eldritch Immunity At 2nd level, an Eldritch Slayer gains damage reduction against the natural weapons of the denizens of Aether (claws bite, and so on). Eldritch immunity doesn’t reduce the damage dealt by firearms, melee weapons, or hazardous effects. The damage reduction is equal to one-half of the Slayer’s level in this advanced class, rounded down. Bonus Feats At 3rd, 6th, and 9th level, the Eldritch Slayer gets a bonus feat. The bonus feat must be selected from the following list, and the Eldritch Slayer must meet all the prerequisites of the feat to select it. Acrobatic, Advanced Combat Martial Arts, Alertness, Cleave, Combat Reflexes, Defensive Martial Arts, Elusive Target, Exotic Melee Weapon Proficiency, Great Cleave, Power Attack, Unbalance Opponent. Slayer Weapon At 4th level, an Eldritch Slayer gains the ability to empower any melee weapon he wields. An empowered weapon behaves like a magic weapon in the hands of the Eldritch Slayer, providing an enhancement bonus equal to one-half of the Slayer’s level in this advanced class, rounded down. (At 4th level, the enhancement bonus is +2.) This bonus allows the weapon to deal extra damage and to hurt creatures with damage reduction. Any melee weapon can be empowered by the Eldritch Slayer, including the Shadow Slayer’s unarmed strikes. It takes a full-round action to empower a weapon. An empowered weapon only acts as an empowered weapon in the hands of the Eldritch Slayer who empowered it. The enhancement bonus lasts for a number of rounds equal to the Eldritch Slayer’s level in this advanced class. Eldritch Enemy At 5th and 7th level, an Eldritch Slayer selects a type of Æther creature as a favored enemy. Due to his extensive study of these foes and training in the proper techniques for combating them, the Eldritch Slayer gains a +1 bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against creatures of this type. He also gets a +1 bonus on weapon damage rolls against creatures of this type. At each level after 5th, the Eldritch Slayer may add +1 to the value of the bonus against each of his favored enemy types. Enemy type: Aberration, Fey, Giant, Undead, Lycanthrope, Dragon, Elemental, Magical Beast, Monstrous Humanoid, Ooze, and Outsider. Fast Healing

Rating Aura Power 1 or lower Faint 2-4 Moderate 5-10 Strong 11 or higher Overwhelming

Original Aura Power Duration Faint 1d6 minutes Moderate 1d6x10 minutes Strong 1d6 hours Overwhelming 1d6 days

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Starting at 8th level, an Eldritch Slayer gains the ability of fast healing. Every round, the Eldritch Slayer recovers a number of hit points equal to one-half his level in this advanced class. So, as an 8th-level Eldritch Slayer, he recovers 4 hit points every round. Word of Slaying At 10th level, an Eldritch Slayer comes into his full power. By spending 1 action point and using an attack action, the Eldritch Slayer can utter a word of power that can devastate creatures of Aether. The word of slaying affects any denizens of Eldritch within 15 feet of the Slayer. The ill effects depend on the Hit Dice of the creatures, as shown below. A dazed creature can’t act for 1d4 rounds. A stunned creature is stunned for 2d4 rounds. A paralyzed creature can’t move or act for 1d10 minutes. A killed creature dies (if it is living) or is destroyed (if it is a construct or an undead).

Engineer The best person to have on board your ship? The Engineer! If you have anything that doesn’t work or don’t have the tool for the job he can get you up and running. With a mastery for the mechanical and robotic he will be the man of choice after a battle to fix what is broken or before to get you out of it. Requirements To qualify to become an Engineer, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks. Class Information

Hit Die: The Engineer gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points: The Engineer 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 Engineer’s class skills are as follows: Computer Use (Int), Craft (electronic, mechanical, structural) (Int), Disable Device (Int), Drive (Dex), Knowledge (physical sciences, technology) (Int), Navigate (Int), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Search (Int), Speak Language (none). Skill Points at Each Level 7 + Int modifier. Class Features The following class features pertain to the Engineer advanced class.

HD Effect 12 or more Dazed 8-11 Stunned 4-7 Paralyzed 3 or less Killed

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +1 +0 Builder, Improve Kit(+1) +0 +0 2nd +1 +2 +2 +0 Quick Craft, Superior Repair +1 +0 3rd +2 +2 +2 +1 Bonus Feat +1 +1 4th +3 +2 +2 +1 Improve Kit(+2), Reconfigure Weapon, Sabotage +1 +1 5th +3 +3 +3 +1 Craft XP Reserve, Quick Craft +2 +1 6th +4 +3 +3 +2 Craft XP Reserve, Bonus Feat +2 +2 7th +5 +4 +4 +2 Craft XP reserve, Improve Kit(+3), Quick Fix +2 +2 8th +6 +4 +4 +2 Craft XP Reserve, Weapon Upgrade +3 +2 9th +6 +4 +4 +3 Craft XP Reserve, Bonus Feat +3 +3

10th +7 +5 +5 +3 Craft XP Reserve, Unflustered +3 +3

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Builder At 1st level, the Engineer gains the bonus feat Builder. Improve Kit (+1) An engineer can use his know-how to upgrade an electrical or mechanical tool kit at no additional cost. Electrical Tool Kit, Basic For the cost of a basic electrical tool kit, an Engineer can assemble a master craft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix electrical devices. Electrical Tool Kit, Deluxe For the cost of a deluxe electrical tool k it, an Engineer can assemble a master craft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix electrical devices and a +1 equipment bonus on all Craft (electrical) checks. Mechanical Tool Kit, Basic For the cost of a basic mechanical tool kit, an Engineer can assemble a master craft (+1) version of the kit that grants a +1 equipment bonus on all Repair checks made to fix mechanical devices. Mechanical Tool Kit, Deluxe For the cost of a deluxe mechanical kit, an Engineer can assemble a master craft (+1) version that grants a +3 equipment bonus (instead of the usual +2 equipment bonus) on all Repair checks made to fix mechanical devices and a +1 equipment bonus on all Craft (mechanical) and Craft (structural) checks. Quick Craft At 2nd level, an engineer learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal. When using the Craft (electronic), Craft (mechanical), or Craft (structural) skill to build an ordinary scratch-built item, the Engineer reduces the building time by one-quarter. At 5th level, the Engineer reduces the building time of ordinary objects and master craft objects by half. Superior Repair At 7th level, an Engineer learns improved ways of repairing robots, vehicles, mecha, starships, and cybernetic attachments. An Engineer with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, mecha, starship, or cybernetic attachment. (Without a mechanical tool kit, the Engineer takes a -4 penalty on the Repair check.) With 1 hour of work, the engineer can restore a number of hit points based on his Repair check result, as shown in Table: Superior Repair. If damage remains, the Engineer may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, mecha, starship, or cybernetic attachment. Bonus Feats At 3rd, 6th, and 9th level, the Engineer gets a bonus feat. The bonus feat must be selected from the following list, and the Engineer must meet all the prerequisites of the feat to select it. Aircraft Operation (spacecraft), Builder, Cautious, Gear head, Master crafter, Salvage, Surface Vehicle Operation, Vehicle Expert, Zero-G Training. Improve Kit (+2) At 4th level, the Engineer can assemble master craft (+2) electrical and mechanical tool kits. This ability works as the 1st-level improve kit class feature, except the equipment bonuses improve by an additional +1.

Repair Check Result Damage Repaired

Less than 20 None 20-29 2d6 + Engineer class level 30-39 3d6 + Engineer class level 40+ 4d6 + Engineer class level

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Reconfigure Weapon At 4th level, an Engineer can reconfigure a melee or ranged weapon, improving one aspect of it. Reconfiguring a weapon requires 1 hour of work and a successful Repair check (DC 20); reconfiguring a master craft weapon is slightly harder (DC 20 + the weapon’s master craft bonus feature). An Engineer may take 10 or take 20 on this check. The reconfiguration imposes a -1 penalty on attack rolls made with the weapon but grants one of the following benefits indefinitely: Changed Rate of Fire Changes the rate of fire from single shot to semi-automatic, semi-automatic to full automatic, full auto to semi-auto, or semi-auto to single shot. Greater Ammo Capacity The reconfigured weapon can hold 50% more ammunition than normal. This benefit applies only to weapons that take ammunition. Greater Concealment The reconfiguration grants a +2 bonus on Sleight of Hand checks made to conceal the reconfigured weapon. Greater Range Increment The reconfigured weapon’s range increment increases by 10 feet. This benefit applies only to weapons with range increments. Signature Shooter The weapon is reconfigured for a single individual’s use only and is treated as a unique exotic weapon. Anyone else who uses the weapon takes a -4 no proficient penalty on attack rolls. Weapons can be reconfigured multiple times; each time a weapon is reconfigured, it imparts a new benefit. Undoing an Engineer’s weapon reconfiguration requires 1 hour and a successful Disable Device check (DC 20 + the Engineer’s class level). Sabotage At 4th level and beyond, the Engineer can sabotage an electrical or mechanical object so that it operates poorly. The Engineer must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a master craft object is slightly harder (DC 20 + the master craft object’s bonus feature). Noticing the Engineer’s handiwork without first testing the sabotaged device requires a successful Search check (DC = the Engineer’s Disable Device check result). Fixing the sabotaged item requires a successful Repair. Sabotage Device As a full-round action, the Engineer can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the Engineer’s class level on skill checks made to use the device. Sabotage Weapon As a full-round action, the Engineer can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle and starship weapons. Craft XP Reserve Starting at 5th level, an Engineer with the Master crafter feat can build master craft electronic and mechanical devices without investing as much of himself in the process. At 5th level and every level thereafter, an Engineer gains a special reserve of experience points equal to 100 - his Engineer class level. These extra experience points are separate from experience gained through level advancement and can only be used to make master craft items; they do not count toward level gain. An Engineer must spend the extra experience points he gains at each level, for when the Engineer gains a level; he loses any unspent experience points in his reserve. Improve Kit (+3)

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At 7th level, the Engineer can assemble master craft (+3) electrical and mechanical tool kits. This ability works as the 4th-level improve kit class feature, except the equipment bonuses improve by an additional +1. Quick Fix At 7th level, the Engineer can repair a mechanical or electrical device in half the normal time; see the Repair skill description for normal repair times. However, cutting the repair time increases the Repair check DC by 5. Weapon Upgrade At 8th level, an Engineer can upgrade handheld or robot-installed weapons, as well as weapon systems aboard vehicles, mecha, or starships. The Engineer must spend 1 hour tinkering with the weapon, after which he must succeed at a Craft (mechanical) check. The DC varies depending on how the weapon is modified, as shown in Table: Weapon Upgrade. If the skill check fails, the attempt to modify the weapon also fails, although the Engineer may try again. (The engineer may take 20 on the skill check, but the upgrade takes 20 hours to complete.) An upgraded weapon has a 10% chance of breaking after each time it is used; it cannot be used again until repaired, and repairing it requires 1 hour and a successful Repair check (DC 40). Unflustered A 10th-level Engineer can perform complicated tasks without provoking attacks of opportunity from adjacent foes. During any round in which the Engineer uses the Computer Use, Craft, Demolitions, Disable Device, or Repair skill, he can first make a Concentration check (DC 15) to use the desired skill without provoking attacks of opportunity. Making the Concentration check doesn’t cost the Engineer an action. He may take 10 on the Concentration check, but he cannot take 20.

Explorer Requirements To qualify to become an Explorer, a character must fulfill the following criteria. Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (history, physical sciences, or theology and philosophy) 4 ranks, Search 4 ranks, Survival 6 ranks. Dedicated Hero Talent: Aware Class Information

Handheld/Robot Weapon Upgrade DC Weapon also dazes target for 1 round 25 Weapon also knocks target prone 30 Weapon leaves target shaken for 1d4 rounds 35 Weapon also stuns target for 1d4 rounds 40 Vehicle/Mecha/Starship Weapon Upgrade DC Weapon deals an extra two dice of damage 25 Weapon ignores 5 points of target’s hardness/DR 30

Weapon’s critical hit multiplier increases by 1 35 Weapon ignores 10 points of target’s hardness/DR 40

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Hit Die The Explorer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Explorer 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 Explorer’s class skills are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Disable Device (Int), Drive (Dex), Gather Information (Cha), Handle Animal (Cha), Investigate (Int), Jump (Str), Knowledge (arcane lore, art, earth and life sciences, history, physical sciences, theology and philosophy) (Int), Listen (Wis), Navigate (Int), Pilot (Dex), Read/Write Language (none), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis) Skill Points at Each Level 7 + Int modifier Class Features The following class features pertain to the Explorer advanced class. Explorer Lore An Explorer picks up stray and obscure facts during her adventures. She may make a special Explorer lore check with a bonus equal to her Explorer class level + her Intelligence modifier to see whether or not she knows some relevant knowledge about notable people, legendary items, or noteworthy places. If the Explorer has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check. An Explorer lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; an Explorer may not take 10 or take 20 on this check.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +1 +1 Explorer lore, Survivalist +1 +0 2nd +1 +2 +2 +2 Resolve, skilled searcher +1 +0 3rd +2 +2 +2 +2 Bonus feat +2 +1 4th +3 +2 +2 +2 Trap sense (+1) +2 +1 5th +3 +3 +3 +3 Extra step +3 +1 6th +4 +3 +3 +3 Bonus feat +3 +2 7th +5 +4 +4 +4 Trap sense (+2) +4 +2 8th +6 +4 +4+ +4 Explorer’s evasion +4 +2 9th +6 +4 +4 +4 Bonus feat +5 +3

10th +7 +5 +5 +5 Extra step, trap sense (+3) +5 +3

DC Type of Knowledge Examples 10 Common, known by at least a

substantial minority of the local population.

A local official’s hobbies and interests; common legends or rumors about a powerful place of mystery.

20 Uncommon but available, known by only a few people in the area.

The coordinates of a known but uncharted world; legends or rumors about a powerful psionic artifact.

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

The customs of a documented alien species; the true home world of an ancient royal dynasty.

30 Extremely obscure, known by very few, possibly forgotten by most whom once knew it, possibly known only by those who don’t understand the knowledge’s significance.

The most likely location of a long-lost pharaoh’s tomb; the history of a powerful artifact and its creator; the likely coordinates of a fabled but as-yet-undiscovered planet.

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Survivalist At 1st level, the Explorer gains the bonus feats Guide and Track. Resolve Beginning at 2nd level, an Explorer gains a morale bonus equal to one-half her Explorer class level (rounded down) on saving throws to resist fear effects and Intimidate checks. Skilled Searcher When actively searching for secret doors or traps, an Explorer of 2nd level or higher gains a bonus on her Search checks equal to one-half her Explorer class level (rounded down). Bonus Feats At 3rd, 6th, and 9th level, the Explorer gets a bonus feat. The bonus feat must be selected from the following list, and the Explorer must meet all the prerequisites of the feat to select it. Action Boost, Advanced Two-Weapon Fighting, Aircraft Operation (spacecraft), Archaic Weapons Proficiency, Attentive, Brawl, Dodge, Educated, Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Heroic Surge, Improved Feint, Improved Knockout Punch, Improved Two-Weapon Fighting, Jack of All Trades, Knockout Punch, Mobility, Nimble, Renown, Spacer, Street fighting, Studious, Track, Two-Weapon Fighting, Vehicle Expert. Trap Sense At 4th level, an Explorer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Defense against attacks made by traps. These bonuses rise to +2 at 7th level and +3 at 10th level. Extra Step An Explorer of 5th level or higher can spend an action point to take an extra 5-foot step during her turn, as a free action. This extra 5-foot step does not provoke attacks of opportunity. At 10th level, the Explorer can take the extra 5-foot step without spending an action point. Explorer’s Evasion If an Explorer of 8th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Explorer suffers no damage if she makes a successful saving throw. If the Explorer already has evasion, she gains improved evasion instead. Improved evasion works similar to evasion, except the Explorer suffers only half damage on a failed saving throw.

Field Officer Requirements To qualify to become a Field Officer, a character must fulfill the following criteria. Base Attack Bonus: +2 Skills: Diplomacy 6 ranks, Knowledge (tactics) 6 ranks. Feats: Personal Firearms Proficiency.

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Class Information

Hit Die The Field Officer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Field Officer 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 Officer’s class skills are as follows: Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, civics, history, physical sciences, tactics, theology and philosophy), Read/Write Language (none), Sense Motive (Wis), and Speak Language (none). Skill Points at Each Level 4 + Int modifier Class Features The following class features pertain to the Field Officer advanced class. Leadership By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him. A Field Officer cannot use this ability on himself. Uncanny Survival Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions. Bonus Feats At 3rd, 6th, and 9th level, the Field Officer gets a bonus feat. The bonus feat must be selected from the following list, and the Field Officer must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Combat Expertise, Dodge, Improved Initiative, Iron Will, Mobility, Precise Shot, Quick Draw, Renown, Shot on the Run.

Level BAB Fort Ref Will Special D.B. Rep 1st +1 +0 +0 +2 Leadership +1 +1 2nd +2 +0 +0 +3 Uncanny Survival +1 +1 3rd +3 +1 +1 +3 Bonus Feat +2 +1 4th +4 +1 +1 +4 Tactical Expertise +2 +2 5th +5 +1 +1 +4 August Leadership +3 +2 6th +6 +2 +2 +5 Bonus Feat +3 +2 7th +7 +2 +2 +5 Tactical Mastery +4 +3 8th +8 +2 +2 +6 Commanding Presence +4 +3 9th +9 +3 +3 +6 Bonus Feat +5 +3

10th +10 +3 +3 +7 Action Trust +5 +4

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Tactical Expertise Starting at 4th level, as a full-round action, a Field Officer can use his tactical knowledge to coordinate allies. Allies to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him. The Field Officer must make a Knowledge (tactics) check with a DC equal to 15 + the number of allies affected. He cannot take 10 or take 20 on the check. If the check succeeds, all affected allies gain a competence bonus on attack rolls or a dodge bonus to Defense equal to the Field Officer’s Reputation bonus. The Field Officer chooses which of the two benefits to impart and must impart the same benefit to all affected allies. The benefits last for 1 round. If the check fails, the Field Officer’s allies gain no benefit, but the action is still spent. A Field Officer cannot apply the benefits of this ability to himself. August Leadership The Field Officer gains this ability at 5th level. It works like the leadership ability (see above), except the Field Officer adds his Charisma bonus and his Reputation bonus to the ally’s skill check. Tactical Mastery At 7th level, the Field Officer requires less time to direct his allies. This ability is similar to tactical expertise (see Tactical Expertise, above) but requires an attack action instead of a full-round action. Commanding Presence At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve. Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him. The Field Officer cannot use this ability on himself. Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check). If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours. Action Trust At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies. As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12). The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself). Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.

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

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Skill: 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. Action Points 6 + one-half character level, rounded down, every time the Field Scientist attains a new level in this class. Class Skills The Field Scientist’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical), 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. Class Features The following features pertain to the Field Scientist advanced class. Smart Defense A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Defense. Any situation that would deny the Field Scientist his or 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 scientific know-how. This ability lets the Field Scientist 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. Only objects that can normally be used more than once can be improvised. 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.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +1 +0 Smart Defense +0 +0 2nd +1 +2 +2 +0 Scientific Improvisation +1 +0 3rd +1 +2 +2 +1 Bonus Feat +1 +1 4th +2 +2 +2 +1 Skill Mastery +1 +1 5th +2 +3 +3 +1 Minor Breakthrough +2 +1 6th +3 +3 +3 +2 Bonus Feat +2 +2 7th +3 +4 +4 +2 Smart Survival +2 +2 8th +4 +4 +4 +2 Smart Weapon +3 +2 9th +4 +4 +4 +3 Bonus Feat +3 +3

10th +5 +5 +5 +3 Major Breakthrough +3 +3

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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, Gear head, Personal Firearms Proficiency, Point Blank Shot, Renown, Studious. Skill Mastery At 4th level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or 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 him or her from doing so. Minor Breakthrough Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him or 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 can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points. Smart Weapon At 8th level, the Field Scientist selects one weapon that he or she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls. Major Breakthrough At 10th level, 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.

Geomancer Geomancy is the eldritch discipline that governs the primordial element of Earth. Earth is the stuff of planets and moons, with appropriate pressure geomancy can be used to generate stone and iron or even crystal and gems. Geomancers can shape the worlds themselves to suit their interests and for this reason Elvish Geomancers were pivotal to the success of early Elvish attempts at terraforming. Terraforming as an art is 75% geomancy and 25% aeromancy - the manipulation of the skies and atmosphere. Geomancy is also associated with corrosives - elemental damage dealt from Geomantic offensive spells are invariably acid attacks. Geomancy is considered one of the four elemental disciplines - the others being aeromancy (linked to the element of air), pyromancy (linked to the element of fire) and Hydromancy (linked to the element of water). Geomancy is one of the more popular eldritch disciplines - not only does it govern one of the most important elements but all the sentient races of the Elysium Nebula have a vested interest in maintaining a study of Geomancy. The dwarves - with their underground tunnels and close ties with rock and stonework are natural Geomancer. The elves must maintain a study of Geomancy to ensure that the ancient art that once terraformed the world of the Elysium Nebula doesn't start to unravel itself through neglect or disregard. Humans know that it is thanks to

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Geomancy that all the worlds in the Elysium Nebula have a 26 hour day. They know it is thanks to Geomancy that they all have a breathable atmosphere and that they share a common gravitational strength despite disparate sizes. It is evident that being able to control gravity, and even alter the spin speed of a world is crucial to colonizing future star systems, and as the human population continues to grow it may become time for humanity to expand again. Requirements

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

Base Attack Bonus: +2 Skills: Concentration 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks. Feat: Endurance, Wild Talent Class Information Hit Die The Geomancer gains 1d8 hit points per level. Action Points 6 + one-half character level, rounded down, every time the Geomancer attains a new level in this class. Class Skills The Geomancer's class skills are as follows: Climb (Str), Concentration (Con), Intimidate (Cha), Knowledge (current events, streetwise, earth & life sciences) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level 3 + Int modifier. Class Features The following features pertain to the Geomancer advanced class. Earth Powers All of the Geomancer's abilities are spell-like abilities or more specifically eldritch powers of the Earth discipline. They take an attack action to cast and unless otherwise specified can be used only 3 times per day with the option of additional uses per day at the expenditure of an action point. Eldritch Stone You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +0 +1 Earth-Powers, Eldritch Stone +0 +0 2nd +1 +3 +0 +2 Grease +0 +1 3rd +1 +3 +1 +2 Bonus feat +1 +1 4th +2 +4 +1 +3 Acid Arrow +1 +2 5th +2 +4 +1 +3 Earth walk +2 +2 6th +3 +5 +2 +4 Bonus feat +2 +3 7th +3 +5 +2 +4 Wall of Stone +3 +3 8th +4 +6 +2 +5 Earthquake +3 +4 9th +4 +6 +3 +5 Bonus feat +4 +4

10th +5 +7 +3 +6 Control Gravity +4 +5

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increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 2d6+1 points of damage (including the spell's enhancement bonus). You must have 3 appropriate stones to manifest this ability. Grease A grease spell covers a solid surface with a layer of slippery grease. The geomancer can cover one object or 10-ft square per Geomancer level (up to a maximum of 10 squares or objects) and the grease lasts for 1 round per level up to a maximum of 10 rounds. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. Bonus Feats At 3rd, 6th, and 9th levels, the Geomancer gets a bonus feat. The bonus feat must be selected from the following list, and the Geomancer must meet all of the prerequisites for the feat to select it. Alertness, Builder, Cautious, Educated, Gear head, Great Fortitude, Lightning Reflexes, Meticulous, Studious, Toughness, and Ultra-immune System. Acid Arrow Acid arrow is a power that launches an eldritch bolt of acid from your hand. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. The acid continues to damage the target on successive rounds. At the end of every round after being struck the acid will continue dealing another 2d4 points of damage. The duration of this effect is 1 round plus 1 round every 2 levels (rounding down) up to a maximum of 6 rounds. Earth-walk Earth-walk enables you to meld your body and possessions into earth or stone. The earth or stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted. This spell can be used to merge directly with the ground beneath your feat, to merge into a stonewall, or to merge into a mountain or other natural geographical feature or even into a stone statue that is of greater volume than yourself. While in the earth you remain aware of the passage of time, can cast spells on yourself, and can even move at 10ft per round (assuming there is enough volume of earth). Nothing that goes on outside the earth can be seen, but you can still hear what happens around you. Minor physical damage to the earth or stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The earth or stone's complete destruction expels you and slays you instantly unless you make DC 18 Fortitude save. Any time before the duration expires, you can step out of the stone or earth from anywhere the stone or earth ends. If the spell's duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled to the closest edge of the earth you are hiding in and take 5d6 points of damage. A character can earth-walk for 20 minutes plus 10 minutes per Geomancer level up to a maximum of

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120 minutes at 10th level. A character can use this ability to travel into a secure underground cave, to travel through a wall of stone, or to Wall of Stone This eldritch power creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per Geomancer level up to a maximum of 10 5-foot squares at 10th level. You can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. You can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation. It can be used to bridge a chasm, for instance, or as a ramp. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit point’s drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful DC 15 Reflex saves. Earthquake This ability can be used only 2 times per day with no additional uses available by using an action point. At 8th level the Geomancer's can cause the earth itself to shake with natural geological forces. This power cannot be manifested on space stations or in spaceships where there is no contact with physical earth. When you cast earthquake, an intense but highly localized tremor rips the ground. The area affected is a spot within 500 feet with an 80-foot radius spread. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spell caster on the ground must make a Concentration check (DC 20) or lose any spell or spell-like ability he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground must pass a DC 10 Reflex save to avoid a fissure. At the end of the spell, all fissures start to close, dealing 20d6 points of bludgeoning damage to any creatures still trapped within. Creatures so trapped are pinned beneath rubble (see below). Structure Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a typical Elysian structure built of metals, advanced polymers or protoplastics. This damage is not halved, as damage dealt to objects normally is though Hardness applies as normal. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Pinned beneath Rubble

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Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Control Gravity This ability is usable only once per day with no additional uses available by spending an action point. This power manipulates gravity in an area of 100 square feet (must be a square) for 10 rounds, causing all unattached objects and creatures within that area to fall towards the limit of the spell in the direction selected by the caster in 1 round. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. This spell can have a number of effects depending on where it is used and the angle of gravity chosen. Ceiling If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. After they get up from the fall the treat this ceiling as their new floor until the spell ends in which case ordinary gravity takes over - which will likely lead to another fall. In zero gravity, like outer space, this has the effect of making this ceiling the 'floor' and creating a form of artificial gravity. It is this spell (in conjunction with an enchantment of permanence) that elves use to create artificial gravity on their spacecrafts. No Ceiling (reverse) If an object or creature reaches the top of the area without striking anything, and the gravity was directly inverted (straight up) then the creature remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward - normally taking 10d6 points of damage for falling 100 feet. No Ceiling (angled-45 degrees) If an object or creature reaches the top of the area without striking anything, and the gravity was put at an angle to the ground then the creature will be slingshot Ted through the air normally carrying the target out of the gravity-controlled area and into standard gravity area which will normally lead to the character taking 10d6 points of damage for falling 100 feet (though they might land on top of nearby building reducing the damage somewhat). No Ceiling (zero-g vacuum) If an object or creature reaches the top of the area without striking anything, and the spell was used in deep space then the creatures in the area will accelerate through the space until it reaches the edge of the controlled gravity area at which point it will keep going in the same direction at the speed it exited the controlled gravity area. Since there is no resistance to motion in outer space the characters will keep going in this direction (normally covering 100 feet per round - possibly less if they were close to the edge of the gravity area when it was cast) until they hit something or until they find some other means of slowing down.

Glamourist Requirements To qualify to become a Glamourist, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Sense Motive 6 ranks. Class Information Hit Die Glamourists gain 1d6 hit points per level. Action Points Glamourists gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.

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Class Skills The Glamourist’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Decipher Script (Int), Disguise (Cha), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, current events, popular culture, streetwise) (Int), Listen (Wis), Perform (act, sing) (Cha), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis). Skill Points at Each Level 5 + Int modifier. Class Features The following features pertain to the Glamourist advanced class.

Self-Confidence The Glamourist may treat her Glamourist levels as Charismatic levels for any talent where Charismatic levels are used (charm, favor, captivate, fast-talk, dazzle, taunt). Hidden Motives At 2nd level, the Glamourist increases her ability to hide her motives and intentions. She gains a circumstance bonus equal to her Glamourist levels when using Bluff against a Sense Motive skill. In addition, the DC for Bluff checks against her is increased by her levels of Glamourist. Bonus Feats At 3rd, 6th, and 9th level, the Glamourist gets a bonus feat. The bonus feat must be selected from the following list, and the Glamourist must meet all of the prerequisites for the feat to select it. Alertness, Attentive, Builder, Confident, Creative, Deceptive, Improved Initiative, Iron Will, Low Profile, Renown, Trustworthy, Windfall. Hidden Allegiance At 4th level, the Glamourist gains the supernatural ability to suppress her loyalties, even from spells and abilities. In cases where such divinations are made, the Glamourist gains a Will save (DC 15 + the character level of the individual making the attempt) to negate the attempt. Negated attempts reveal either no allegiance or a lack of the sought-for allegiance, as applicable for the ability or spell. Audience At 5th level, the Glamourist may extend any Charismatic hero talents to a number of targets equal to her total of Charismatic and Glamourist levels. Individual targets are otherwise affected as described under the Charismatic hero basic class. Daze At 7th level, the Glamourist gains the spell-like ability to daze an individual of her choice. This ability may be used once per day, and functions identically to the daze psionic power. Utterly Convincing

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +2 +0 Self-confidence +1 +0 2nd +1 +0 +3 +0 Hidden Motives +1 +0 3rd +1 +1 +3 +1 Bonus Feats +2 +1 4th +2 +1 +4 +1 Hidden Allegiances +2 +1 5th +2 +1 +4 +1 Audience +3 +1 6th +3 +1 +5 +2 Bonus Feat +3 +2 7th +3 +2 +5 +2 Daze +4 +2 8th +4 +2 +6 +2 Utterly Convincing +4 +2 9th +4 +3 +6 +3 Bonus Feat +5 +3

10th +5 +3 +7 +3 Charm Person +5 +3

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At 8th level, the Glamourist is a master at convincing people. Whenever the Glamourist spends an action point to improve some Charisma-based skill checks (see below), she adds an additional 1d6 to the result. The skills that utterly convincing applies to are: Bluff, Diplomacy, Disguise, Gather Information, Intimidate, and Perform. Charm Person At 10th level, the Glamourist gains the spell-like ability to charm person once per day. This ability functions identically to the charm person psionic ability.

Gunslinger Requirements To qualify to become a Gunslinger, a character must fulfill the following criteria. Base Attack Bonus: +2 Skill: Sleight of Hand 6 ranks, Tumble 6 ranks. Feat: Personal Firearms Proficiency. Class Information Hit Die The Gunslinger gains1d10 hit points per level. Action Points 6 + one-half character level, rounded down, every time the gunslinger attains a new level in this class. Class Skills The Gunslinger’s class skills (and the key ability for each skill) are: 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. The gunslinger adds +1 to all attack rolls you make using the selected personal firearm.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +1 +1 Close combat shot +1 +0 2nd +1 +0 +2 +2 Weapon focus +1 +0 3rd +2 +1 +2 +2 Bonus feat +2 +1 4th +3 +1 +2 +2 Defensive position +2 +1 5th +3 +1 +3 +3 Lightning shot +3 +1 6th +4 +2 +3 +3 Bonus feat +3 +2 7th +5 +2 +4 +4 Sharp-shooting +4 +2 8th +6 +2 +4 +4 Greater weapon focus +4 +2 9th +6 +3 +4 +4 Bonus feat +5 +3

10th +7 +3 +5 +5 Bull’s-eye +5 +3

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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, the Gunslinger gains an additional +2 cover bonus to Defense and an additional +2 cover bonus on Reflex saves whenever he or she 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 or her highest base attack bonus. This attack and each other attack made in the round take a -2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity. Sharp-Shooting At 7th level, 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. Bull’s-eye At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.

Heavy Gunner

Heavy Gunners are experts in handling heavy weapons. They are normally physically very robust - a vital necessity for handling the recoil most heavy guns cause. Heavy Gunners aptitude for firing big, heavy, automatic weapons also lends itself to other natural advantages. They typically are better at firing Mecha-based or platform-

based or ship-based heavy weapons as well. The path of the Heavy Gunner is not one filled with diverse intellectual challenges, but for causing collateral damage there is no better choice. Requirements To qualify to become a Heavy Gunner, a character must fulfill the following criteria. Base Attack Bonus: +2.

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Skills: Concentration 6 ranks. Ability Score Requirement: Strength 13 Feat: Personal Firearms Proficiency, Advanced Firearms Proficiency, Exotic Weapons Proficiency (heavy weapons) Class Information Hit Die The Heavy Gunner gains 1d12 hit points per level. Action Points 6 + one-half character level, rounded down, every time the Heavy Gunner attains a new level in this class. Class Skills The Heavy Gunner's class skills are as follows: Climb (Str), Concentration (Con), Demolitions (Int), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Profession (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level 3 + Int modifier. Class Features

The following features pertain to the Heavy Gunner advanced class. Weapons Handler The character gains the following feats, associated with the firing of heavy weapons, automatically: Burst Fire, Strafe, Starship Gunnery, Starship Strafe, Mecha Weapon Proficiency and Mecha Weapon Boost. The character gains Burst Fire even if she does not meet the Wisdom prerequisite - if this is the case the Burst Fire feat applies only to weapons with the Heavy Weapon descriptor and cannot be used in conjunction with conventional longarms as she lacks the discipline required for burst-firing a rifle or submachine gun. The character only gets the Mecha Weapon Boost feat if she meets all of the prerequisites. Straifer Starting at 2nd level, the Heavy Gunner's save DCs for Autofire and Strafe increase by 1 point for every 2 levels of Heavy Gunner (rounding down) for a maximum of +5 at 10th level. Bonus Feats At 3rd, 6th, and 9th levels, the Heavy Gunner gets a bonus feat. The bonus feat must be selected from the following list, and the Heavy Gunner must meet all of the prerequisites for the feat to select it. Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Athletic, Brawl, Endurance, Frightful Presence, Improved Brawl, Improved Damage Threshold, Power Attack, Streetfighting, Sunder, Toughness, Ultra Immune System. Walking Bipod At 4th level the character is treated as if all the weapons she carries were mounted on a Bipod. This has the effect of allowing her to carry weapons that are ordinarily beyond the scope of normal characters. In some particular cases a

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +0 +1 Weapons Handler +0 +0 2nd +1 +3 +0 +2 Strafer +1 +0 3rd +2 +3 +1 +2 Bonus feat +1 +0 4th +3 +4 +1 +2 Walking Bipod +2 +0 5th +3 +4 +1 +3 Improved Burst +2 +1 6th +4 +5 +2 +3 Bonus feat +3 +1 7th +5 +5 +2 +4 Heavy Reload +3 +1 8th +6 +6 +2 +4 Walking Tripod +4 +2 9th +6 +6 +3 +4 Bonus feat +4 +2

10th +7 +7 +3 +5 Advanced Burst +5 +2

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Bipod has the effect of increasing range or accuracy. Where this is the case it is marked in the appropriate weapon description and the character will gain these benefits as normal. Effectively she is always treated as having the weapon on a bipod, even if she is moving and firing. At 8th level this ability improves to Walking Tripod. This has all the same effects as Walking Bipod except that the character always counts as having his weapon mounted on a considerably more secure Tripod. These abilities do not permit the character to use gargantuan weapons or weapons designed for mecha or spacecraft. Only Large-sized or Huge-sized heavy weapons that are traditionally used by infantry when mounted on bipod or tripods can be used effectively. Improved Burst Starting at 5th level, the Heavy Gunner can ignore 2 points of penalty each time she uses the Burst Fire feat. This occurs when using a regular Burst Fire or when using a Mech 'Weapon Boost' style Heavy Burst. Heavy Reload At 7th level the Heavy Gunner can reload heavy weapons as a move-equivalent action (in place of a full-round action) by rapidly adding another chain of ammunition to his heavy machine gun. Advanced Burst At 10th level the Heavy Gunner no longer takes any penalties for Burst Fire attacks of any kind.

Helix Warrior 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 Helix Warrior, a character must fulfill the following criteria. Base Attack Bonus: +3 Skills: Knowledge (tactics) 3 ranks Feats: Endurance Class Information Hit Die The Helix Warrior gains 1d10 hit points per level. The character’s Constitution modifier applies. Action Points The Helix Warrior 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 Helix Warrior’s class skills are as follows: Balance (Dex), Climb (Str), Computer Use (Int), Demolitions (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Navigate (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex). Skill Points at Each Level 2 + Int modifier

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Class Features

The following class features pertain to the Helix Warrior advanced class. Haul Helix Warriors can carry more heavy gear than the typical soldier. A Helix Warrior’s Strength is considered 4 points higher for the purpose of determining her carrying capacity. Light Sleeper Helix Warriors are light sleepers and can make Listen checks even while asleep, without penalty. (A sleeping character normally takes a -10 penalty on Listen checks.) Survivor When a Helix Warrior spends an action point to modify the result of a saving throw, she may roll an additional 1d6 and take the best result, discarding the lower roll(s). Darkvision Beginning at 2nd level, a Helix Warrior gains darkvision. She can see in total darkness out to a range of 60 feet. Darkvision is black-and white only, but is otherwise like normal sight. The range of the Helix Warrior’s darkvision improves to 90 feet at 5th level and 120 feet at 8th level. Bonus Feats At 3rd, 6th, and 9th level, the Helix Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Helix Warrior must meet all the prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Combat Throw, Dead Aim, Defensive Martial Arts, Elusive Target, Exotic Firearms Proficiency, Far Shot, Great Fortitude, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Nerve Pinch, Surface Vehicle Operation, Ultra Immune System, Weapon Focus, Whirlwind Attack, Zero-G Training. Strong as an Ox At 4th level and beyond, the Helix Warrior’s carrying capacity increases as if she were one size category larger (Large instead of Medium-size, for example). Superior Conditioning Beginning at 5th level, a Helix Warrior learns how to shake off adverse conditions. When a Helix Warrior is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Helix Warrior is not affected at all.

Level BAB Fort Ref Will Special D.B. Rep 1st +1 +1 +0 +1 Haul, light sleeper, survivor +1 +0 2nd +2 +2 +0 +2 Darkvision (60 ft.) +1 +0 3rd +3 +2 +1 +2 Bonus feat +2 +1 4th +4 +2 +1 +2 Strong as an ox +2 +1 5th +5 +3 +1 +3 Darkvision (90 ft.), superior conditioning +3 +1 6th +6 +3 +2 +3 Bonus feat +3 +2 7th +7 +4 +2 +4 Improved reaction +4 +2 8th +8 +4 +2 +4 Darkvision (120 ft.) +4 +2 9th +9 +4 +3 +4 Bonus feat +5 +3

10th +10 +5 +3 +5 Decisive attack +5 +3

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Improved Reaction At 7th level, a Helix Warrior gains a +2 competence bonus on initiative checks. Decisive Attack At 10th level, when a Helix Warrior spends an action point to modify the result of an attack roll, she may roll an additional 1d6 and take the best result, discarding the lower roll(s).

Ecomancer The Ecomancer is a specialized eldritch class that is particularly oriented towards the manipulation of one of the most powerful life-giving forces: water. Ecomancers can cause plant life to grow in even the most barren places. They are central to the survival of the Elvish species and it is thanks to their long history of Ecomancy that they were able to so quickly and effectively terraform the many worlds of the Elysium Nebula. Several human Neomystics are drawn to Ecomancy, because of all the eldritch arts it is the one most closely bound with the natural world. The fastest way to the Ecomancer Advanced Class is through the Dedicated Hero basic class though other paths are possible. Requirements To qualify to become an Ecomancer, a character must fulfill the following criteria. Base Attack Bonus: +2 Skills: Knowledge (earth and life sciences) 6 ranks, Survival 6 ranks. Feat: Wild Talent Class Information Hit Die: The Ecomancer gains 1d6 hit points per level. Action Points: 6 + one-half character level, rounded down, every time the Ecomancer attains a new level in this class. Class Skill The Ecomancer's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Arcana, earth and life sciences, physical sciences), Move Silently (Dex), Navigate (Int), Profession (Wis), Psicraft (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level, 5 + Int modifier. Class Features

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +0 +2 Create Water +0 +1 2nd +1 +2 +0 +3 Plant Growth +1 +1 3rd +2 +2 +1 +3 Bonus Feat +1 +2 4th +3 +3 +1 +4 Small Water Elemental +2 +2 5th +3 +3 +1 +4 Entangle +2 +3 6th +4 +4 +2 +5 Bonus Feat +3 +3 7th +5 +4 +2 +5 Medium Water Elemental +3 +4 8th +6 +5 +2 +6 Animate Plants +4 +4 9th +6 +5 +3 +6 Bonus Feat +4 +5

10th +7 +6 +3 +7 Large Water Elemental +5 +5

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The following features pertain to the Ecomancer advanced class. Create Water As a standard action the Ecomancer can generate water from his hands. He can use this water to spray out at a range of up to 30ft but not with sufficient impact to have a chance of knocking a person over. It could be used to distract someone if sprayed directly in the eyes (Reflex DC 10 to avoid this) and thus stun them for a round. Otherwise it can only be used to water plants, provide people with fresh water to drink or simply to run a bath. An Ecomancer can create 10 centiliters of water every round (6 seconds) and thus 1 liter of water per minute spent creating water. In a closed environment an Ecomancer could use this ability to drown someone. Note that the Ecomancer does not gain any special water breathing powers as a benefit of this class - so if he is drowning someone in a closed room he will probably be drowning himself as well. Plant Growth This ability is usable three times per day as a standard action. An Ecomancer can use it additional times per day by spending an Action Point in its manifesting. This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per Ecomancer level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Bonus Feats At 3rd, 6th, and 9th level, the Ecomancer gets a bonus feat. The bonus feat must be selected from the following list, and the Marksman must meet all the prerequisites of the feat to select it. Animal Affinity, Alertness, Athletic, Dodge, Endurance, Focused, Renown, Stealthy, Wild Talent, Weapon Focus. Small Water Elemental Starting at 4th level the Ecomancer can summon a Small Water Elemental companion. It can be summoned as a standard action and dismissed as a move-equivalent action. If the Ecomancer's Small Water Elemental is destroyed the Ecomancer takes 3d6 points of psychic feedback damage and cannot summon it again for 3 days. An elemental that is left unsummoned for a period of 26 hours or greater will regain all of its hit points. There is no other way to heal a Water Elemental. The Water Elemental Companion is treated as a familiar of sorts. The Ecomancer can manifest spell-like class abilities through the Water Elemental, thus allowing him to cast Entangle or Plant Growth at greater ranges. If the Ecomancer chooses he can close his own eyes and see through the eyes of his Elemental Companion. The Ecomancer even communicates telepathically with the Elemental. These effects last only so long as the Elemental remains within 500 feet of the Ecomancer. Entangle Starting at 5th level The Ecomancer can summon a mass of entangling vines to burst from any soil no matter how barren. This ability is usable two times per day as a standard action. An Ecomancer can use it additional times per day by spending an Action Point in its manifesting. Entangles creates a many-layered mass of strong, prehensile vines that ensnare anything within a 20ft radius spread of a point of impact chosen anywhere within 100ft + 10ft per level. These vines trap those caught in them. The vines are similar to ordinary vines but far larger and tougher. Anyone in the effect's area when the spell-like ability is manifested must make a Reflex save. If this save succeeds (DC 10 + half Ecomancer's level + Ecomancer's WIS modifier), the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't

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move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the vines very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. Medium Water Elemental At 7th level the Ecomancer can summon a Medium Water Elemental companion to replace his Small Water Elemental. It can be summoned as a standard action and dismissed as a move-equivalent action. If the Ecomancer's Water Elemental is destroyed the Ecomancer takes 3d6 points of psychic feedback damage and cannot summon it again for 3 days. An elemental that is left unsummoned for a period of 26 hours or greater will regain all of its hit points. There is no other way to heal a Water Elemental. Animate Plants At 8th level the Ecomancer can imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately follows the Ecomancer's instructions including attacking whomever you designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three character levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects, except that plants smaller than Large usually don’t have hardness. Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material. Large Water Elemental At 10th level the Ecomancer can summon a Large Water Elemental companion to replace his Medium Water Elemental. It can be summoned as a standard action and dismissed as a move-equivalent action. If the Ecomancer's Water Elemental is destroyed the Ecomancer takes 3d6 points of psychic feedback damage and cannot summon it again for 3 days. An elemental that is left unsummoned for a period of 26 hours or greater will regain all of its hit points. There is no other way to heal a Water Elemental. Water Elemental Reference Small Medium Large Hit Dice 2d8+2 4d8+12 8d8+32 Initiative +0 +1 +2 Speed 20ft,90ft swim 20ft, 90ft swim 20ft, 90ft swim Defense 17(+1 s, +6 nat.) 19(+1dex,+8 nat) 20(-1s,+2dex,+9nat) BAB/Grapple +1/_1 +3/+6 +6/+15 Attack Slam +4m 1d6+3 Slam +6m 1d8+4 Slam +10m 2d8+5 Full Attack Slam +4m 1d6+3 Slam +6m 1d8+4 Slam +10m 2d8+5 Space/Reach 5ft/5ft 5ft/5ft 10ft/10ft Special Abilities Water Mastery,

Drench, Vortex Water Mastery, Drench, Vortex

Water Mastery, Drench, Vortex

Special Qualities

Darkvision 60ft Darkvision 60ft DR5/- Darkvision 60ft

Saves Fort +4, Ref +0, Will +0

Fort +7, Ref +2, Will +1

Fort +10, Ref +4 Will +2

Abilities S14,D10,C13 I4,W11,C11

S16,D12,C17, I4,W11,C11

S20,D14,C19 I6,W11,C11

Skills Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6

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Feats Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack

General Elemental Traits Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe Water Elemental Abilities and Qualities A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents. Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD). Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or taller, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15) to cast a spell or manifest a spell-like ability. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15) to cast a spell or manifest a spell-like ability. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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Infiltrator Requirements To qualify to become an Infiltrator, a character must fulfill the following criteria. Base Attack Bonus: +2 Skill: Hide 6 ranks, Move Silently 6 ranks. Feat: Personal Firearms Proficiency. Class Information The following information pertains to the Infiltrator advanced class. Hit Die The Infiltrator gains 1d8 hit points per level. Action Points 6 + one-half character level, rounded down, every time the infiltrator attains a new level in this class. Class Skills The Infiltrator’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), 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), Spot (Wis), Tumble (Dex). Skill Points at Each Level 6 + Int modifier. 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 his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter. 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 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: the Infiltrator no longer takes a -4 penalty when using the Climb and Disable Device skills without the proper tools.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +2 +0 Sweep +1 +1 2nd +1 +0 +3 +0 Improvised implements +2 +1 3rd +1 +1 +3 +1 Bonus feat +2 +1 4th +2 +1 +4 +1 Improved evasion +3 +2 5th +2 +1 +4 +1 Skill mastery +4 +2 6th +3 +2 +5 +2 Bonus feat +4 +2 7th +3 +2 +5 +2 Improvised weapon damage +5 +3 8th +4 +2 +6 +2 Improved sweep +6 +3 9th +4 +3 +6 +3 Bonus feat +6 +3

10th +5 +3 +7 +3 Without a trace +7 +4

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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, the Infiltrator suffers no damage if he or 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 his or her class list equal to 3 + his or 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 him or her from doing so. Improvised Weapon Damage At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator 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 the Infiltrator not only spots potential perils with a successful check, he or 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, when an Infiltrator 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.

Investigator Requirements To qualify to become an Investigator, a character must fulfill the following criteria. Base Attack Bonus: +2 Skill: Investigate 6 ranks, Listen 6 ranks, and 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. Action Points 6 + one-half character level, rounded down, every time the Investigator attains a new level in this class. Class Skills The Investigator’s class skills (and the key ability for each skill) are: 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.

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Class Features

The following features pertain to the Investigator advanced class. Profile 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. 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. 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 the Investigator’s 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 he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. 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,

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +1 +1 Profile +1 +1 2nd +1 +0 +2 +2 Contact, low-level +1 +1 3rd +2 +1 +2 +2 Bonus feat +2 +1 4th +3 +1 +2 +2 Nonlethal force +2 +2 5th +3 +1 +3 +3 Contact, mid-level +3 +2 6th +4 +2 +3 +3 Bonus feat +3 +2 7th +5 +2 +4 +4 Discern lie +4 +3 8th +6 +2 +4 +4 Contact, high-level +4 +3 9th +6 +3 +4 +4 Bonus feat +5 +3

10th +7 +3 +5 +5 Sixth sense +5 +4

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Dodge, Double Tap, Educated, Knockout Punch, Personal Firearms Proficiency, and Point Blank Shot. Nonlethal Force At 4th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, he or she can deal nonlethal damage with a weapon that normally deals lethal damage (if he or 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 he or 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. The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot.

Mage (Abjurer) Requirements To qualify to become a Mage, a character must fulfill the following criteria. Base Attack Bonus: +2 Skill: Craft (chemical) 6 ranks, Decipher Script 6 ranks, Knowledge (arcane lore) 6 ranks, Research 6 ranks. Class Information The following information pertains to the Mage advanced class. Hit Die The Mage gains 1d6 hit points per level. Action Points The Mage 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 Mage's class skills are as follows: Computer Use (Int), Concentration (Con), Craft (chemical) (Int), Craft (pharmaceutical) (Int), Craft (visual arts) (Int),Craft (writing) (Int), Decipher Script (Int), Investigate (Int), Knowledge (arcane lore, art, current events, earth and life sciences, physical sciences, popular culture, technology) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Speak Language (none), Spellcraft (Int). Skill Points at Each Level 7 + Int modifier.

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Class Features

All of the following features pertain to the Mage advanced class. Arcane Skills A Mage has access to the following arcane skills. These skills are considered class skills for the Mage, and he can use his skill points to buy ranks in them. Concentration (Con) The normal Concentration skill expands to include divine applications, as defined below. Check You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including casting a spell or concentrating on an active spell, that requires your full attention. If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends. The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are casting a spell, you add the level of the spell to the DC. Try Again? You can try again, but doing so doesn't cancel the effects of a previous failure. If you lost a spell, the spell is lost. Special By making a check (DC 15 + spell level), you can use Concentration to cast a spell defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the casting without incurring any attacks of opportunity. Spellcraft (Int) Trained only. Use this skill to identify spells as they are cast or spells already in place. Check You can identify spells and magic effects. Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft check as detailed in the spell description. Try Again? See above. Time Unless otherwise indicated, Spellcraft is a move action.

DC Task 15 + spell level

Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) You can't try again.

15 + Learn a spell from a spellbook or scroll. You can't try again for that

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Arcane skills, arcane spells, summon familiar +1 +1 2nd +1 +0 +0 +3 Scribe scroll, arcane spells +1 +1 3rd +1 +1 +1 +3 Bonus feat, arcane spells, brew potion +2 +1 4th +2 +1 +1 +4 Scribe tattoo, arcane spells +2 +2 5th +2 +1 +1 +4 Spell mastery, arcane spells +3 +2 6th +3 +2 +2 +5 Bonus feat, arcane spells +3 +2 7th +3 +2 +2 +5 Combat casting, arcane spells +4 +3 8th +4 +2 +2 +6 Spell mastery, arcane spells +4 +3 9th +4 +3 +3 +6 Bonus feat, arcane spells +5 +3

10th +5 +3 +3 +7 Maximize spell, arcane spells +5 +4

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spell level

spell until you gain at least 1 rank in Spellcraft.

15 + spell level

Prepare a spell from a borrowed spellbook. One try per day.

15 + spell level

When casting detect magical aura, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura isn't a spell effect, the DC is 15 + one-half caster level.)

20 + spell level

When casting detect magical aura, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura isn't a spell effect, the DC is 15 + one-half caster level.)

20 + spell level

Identify a spell that's already in place and in effect. (You must be able to see or detect the effects of the spell.) You can't try again.

20 + spell level

Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. You can't try again.

20 + spell level

Decipher a written spell (such as a scroll) without using read magic. One try per day.

25 + spell level

After rolling a saving throw against a spell targeted at you, determine what spell was cast upon you. This is a reaction.

25 Identify a potion. This takes 1 minute. 30 or higher Understand a strange or unique magical effect. You can't try again.

Arcane Spells The Mage's key characteristic is the ability to cast arcane spells. He is limited to a certain number of spells of each spell level per day, according to his Mage class level. In addition, the Mage receives bonus spells based on his Intelligence score. Determine the Mage's total number of spells per day by consulting the two tables below. The Mage must prepare spells ahead of time by resting for 8 hours and spending 1 hour studying his spellbook. While studying, the Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Mage must have an Intelligence score of at least 10 + the spell's level. A Mage can prepare a lower-level spell in place of a higher-level one if he desires. The Difficulty Class for saving throws to resist the effects of a Mage's spells is 10 + the spell's level + the Mage's Intelligence modifier. Arcane Spells and Armor The Mage can become proficient in the use of armor, but he still has a difficult time casting most arcane spells while wearing it. Armor restricts movement, making it harder to perform the complicated

Spells per Day by Spell Level Mage Level 0 1 2 3 4 5 1st 3 1 - - - - 2nd 4 2 - - - - 3rd 4 2 1 - - - 4th 4 3 2 - - - 5th 4 3 2 1 - - 6th 4 3 3 2 - - 7th 4 4 3 2 1 - 8th 4 4 3 3 2 - 9th 4 4 4 3 2 1

10th 4 4 4 3 3 2 Bonus Spells by Spell Level Int

Score 0 1 2 3 4 5 12-13 - 1 - - - - 14-15 - 1 1 - - - 16-17 - 1 1 1 - - 18-19 - 1 1 1 1 - 20-21 - 2 1 1 1 1 22-23 - 2 2 1 1 1

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gestures needed to cast spells with somatic components. When casting an arcane spell with a somatic component, the chance of arcane spell failure depends on the type of armor being worn and whether the Mage has the appropriate Armor Proficiency feat, as shown below. Spellbooks The Mage must study his spellbook each day to prepare his spells. The Mage can't prepare any spell not recorded in his spellbook (except for read magic, which the Mage can prepare from memory). The Mage begins play with a spellbook containing all 0-level arcane spells and three 1st-level arcane spells of the player's choice. For each point of Intelligence bonus the Mage has, his spellbook holds one additional 1st-level arcane spell. Each time the character attains a new level of Mage, he gains two new spells of any level or levels that he can cast, according to his new level. The Mage can also add spells found in other Mages' spellbooks. A spellbook can be an actual book or any other information storage device, such as a notebook computer, desktop computer, or PDA (personal data assistant). Summon Familiar A Mage has the ability to obtain a familiar. Familiar Qualities Use the basic statistics for a creature of its type but make these changes. Hit Dice Treat as the Mage's character level (for effects related to Hit Dice). Use the familiar's normal total if it is higher. Hit Points One-half the Mage's total, rounded down. Action Points A familiar cannot gain or spend action points, and a Mage cannot spend an action point through his familiar. Attacks Use the Mage's base attack bonus. Use the familiar's Dexterity modifier or Strength modifier, whichever is greater, to determine the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of its type. Saving Throws The familiar uses the Mage's base saving throw bonuses if they're better than the familiar's. The familiar uses its own ability modifiers to saves, and does not enjoy other bonuses that the Mage may have (such as from feats). Skills For each skill, use either the normal skill ranks for a creature of its type or the Mage's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the ability of the familiar to perform (such as Craft, for instance). Familiar Special Abilities Familiars have special abilities, or impart abilities to their Mages, depending on the level of the Mage. Natural Armor (Ex) This number represents a bonus to the familiar's existing natural armor bonus to Defense. Add the given value directly to the familiar's Defense. It represents a familiar's preternatural toughness. Familiar's Intelligence (Ex) The familiar's Intelligence score. (Normal creatures of its type have a much lower Intelligence score.) Alertness (Ex)

Armor Type Arcane Spell Failure (Proficient)

Arcane Spell Failure (Nonproficient)

Light 10% 20% Medium 20% 30% Heavy 30% 40%

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The presence of a familiar sharpens its master's senses. While the familiar is within 5 feet, the Mage gains the Alertness feat. Share Spells (Su) At the Mage's option, he may have any spell he casts on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if the creature moves farther than 5 feet away. The spell's effect is not restored even if the familiar returns to the Mage before the duration would otherwise have ended. Additionally, the Mage may cast a spell with a target of you on his familiar (as a touch range spell) instead of on himself. The Mage and the familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast). Empathic Link (Su) The Mage has an empathic link with the familiar out to a distance of up to 1 mile. The Mage can't see through the familiar's eyes, but the two of them can communicate telepathically. Note that the relatively low Intelligence of a low-level Mage's familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans. Touch (Su) The familiar of a Mage who is 3rd level or higher can deliver touch spells for him. When the mage casts a touch spell, he can designate his familiar as the toucher. (The Mage and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the Mage could. As normal, if the Mage casts another spell, the touch spell dissipates. Improved Evasion (Ex) If a familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Speak with Familiar/Speak with Master (Ex) A Mage of 5th level or higher and his familiar can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Speak with Animals of Its Type (Ex) The familiar of a Mage of 7th level or higher can communicate with animals of approximately the same type as itself: bats and rats with rodents, cats with felines, ferrets with creatures of the family Mustelidae (weasels, minks, polecats, ermines, skunks, wolverines, and badgers), hawks and owls with birds, snakes with reptiles, toads with amphibians. The communication is limited by the Intelligence of the conversing creatures. Spell Resistance (Ex) The familiar of a Mage of 9th level or higher gains spell resistance equal to the Mage's level + 5. A familiar is magically linked to its master. In some sense, the familiar and the Mage who controls it are practically one being. That's why, for example, the Mage can cast a personal range spell on a familiar even though normally he can only cast such a spell on himself. A familiar is a magical beast, similar physically to the normal creature it resembles. However, a familiar grants special abilities to its master, as described below. A special ability

Familiar Special Benefit Bat +3 bonus on Listen checks Cat +3 bonus on Move Silently checks Ferret +2 bonus on Reflex saves

Hawk +3 bonus on Spot checks in daylight

Owl +3 bonus on Spot checks in dusk or darkness

Rat +2 bonus on Fortitude saves Snake (Tiny viper) +3 bonus on Bluff checks Toad +3 hit points

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granted by a familiar only applies when the Mage and the familiar are within 1 mile of each other. For all familiar special abilities based on the master's level count only Mage levels. Any levels from classes other than Mage are not included in this calculation unless specifically stated otherwise. Depending on what kind of creature the familiar is, the master gains a special benefit, as summarized on the above table. Scribe Scroll Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day. The purchase DC for the raw materials to scribe a scroll is 13 + the scroll's spell level + the scroll's caster level. The Mage must also spend experience points to scribe a scroll. The XP cost is equal to the spell level minus the caster level minus the purchase DC of the raw materials. Finally, the Mage makes a Craft (writing) check. The DC for the check is 10 + the spell level + the caster level of the scroll. If the check fails, the raw materials are used up but the XP are not spent. The Mage can try scribing the scroll again as soon as he purchases more raw materials. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. A scroll can be written on a sheet of paper or parchment, or it can be saved as a file on a computer or PDA. Bonus Feats At 3rd, 6th, and 9th level, the Mage gets a bonus feat. The bonus feat must be selected from the following list, and the Mage must meet all the prerequisites of the feat to select it. Attentive, Archaic Weapons Proficiency, Combat Expertise, Educated, Frightful Presence, Low Profile, Nimble, Studious. Brew Potion At 3rd level, a Mage can create potions, which carry spells within themselves. The Mage can create a potion of any spell of 3rd level or lower that he knows. The spell must target a character or characters. Brewing a potion takes 24 hours. When the Mage creates a potion, he sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Mage's class level. The caster level has an effect on the purchase DC of the raw materials to brew the potion, the skill check to create the potion, the experience point cost to brew the potion, and the DC of a saving throw (if applicable) to resist the effect of the potion. The purchase DC for the raw materials to brew a potion is 15 + the potion's spell level + the potion's caster level. The Mage must also spend experience points to brew a potion. The XP cost is equal to the spell level minus the caster level minus the purchase DC of the raw materials. Finally, the Mage makes a Craft (chemical) check. The DC for the check is 10 + the spell level + the caster level of the potion. If the check fails, the raw materials are used up but the XP are not spent. The Mage can try brewing the potion again as soon as he purchases more raw materials. When a Mage creates a potion, he makes any choices that he would normally make when casting the spell. Whoever drinks the potion is the target of the spell. Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the raw materials cost, the Mage must expend the material component or pay the XP when creating the potion. Scribe Tattoo At 4th level, a Mage can create tattoos on his body or someone else's. Tattoos function similarly to scrolls, and are created in the same way (see the scribe scroll ability), except that the pertinent skill is Craft (visual arts). Spell Mastery At 5th and 8th level, a Mage gains the spell mastery ability. Each time, the Mage chooses a number of spells that he already knows equal to his Intelligence

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modifier. From that point on, the Mage can prepare these spells without referring to a spellbook. The Mage is so intimately familiar with these spells that he doesn't need a spellbook to prepare them anymore. Combat Casting At 7th level, a Mage becomes adept at casting spells during combat. He gets a +4 bonus on Concentration checks made to cast a spell while on the defensive. Maximize Spell At 10th level, a Mage learns to cast some of his spells to maximum effect. All variable, numeric effects of a maximized spell automatically achieve their maximum values. A maximized spell deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Spells without random variables are not affected. When a maximized spell is prepared, it is treated as a spell of three levels higher than the spell's actual level. Therefore, a Mage can only maximize 0-, 1st-, or 2nd-level spells, a maximized 1st-level spell is treated as a 4th-level spell when you decide what spells the Mage will have available for the coming day, so it limits the number of other 4th-level spells the Mage can prepare. Likewise, a maximized 2nd-level spell is treated as a 5th-level spell.

Marksman The Marksman is a kind of combatant specialized in the operations of longarms. Their strengths are their precision and focus, but they lack the speed and agility of other more traditional combatants. A Marksman prefers to stay hidden and take out his enemy from afar. As a character, the Marksman tends to play a supporting role to the rest of the team, preferring to be away from the most dangerous parts of the action and providing needed covering fire as well as being able to offer tactical advice. The fastest way to the Marksman Advanced Class is through the Dedicated Hero basic class though other paths are possible.

Requirements To qualify to become a Marksman, a character must fulfill the following criteria. Skills: Knowledge (tactics) 6 ranks, Listen 6 ranks, Spot 6 ranks. Feat: Far Shot, Dead Aim Class Information Hit Die; The Marksman gains 1d6 hit points per level.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +2 +2 Improved Dead Aim+3, Lay of the Land +0 +0 2nd +1 +0 +3 +3 Improved Far Shot +1 +0 3rd +2 +1 +3 +3 Bonus Feat +1 +0 4th +3 +1 +4 +4 Improved Dead Aim+4, Massive Shot +2 +1 5th +3 +1 +4 +4 Center Mass +2 +1 6th +4 +2 +5 +5 Bonus Feat +3 +2 7th +5 +2 +5 +5 Improved Dead Aim+5 +3 +2 8th +6 +2 +6 +6 Windage +4 +2 9th +6 +3 +6 +6 Bonus Feat +4 +3

10th +7 +3 +7 +7 Critical Shot +5 +3

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Action Points: 6 + one-half character level, rounded down, every time the Marksman attains a new level in this class. Class Skills The Marksman's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (electronic, mechanical) (Int), Drive (Dex), Hide (Dex), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis). Skill Points at Each Level: 5 + Int modifier. Class Features The Following Pertain to the Marksman class. Improved Dead Aim Using breathing techniques, impeccable timing, and finely honed skill, the Marksman has mastered the art of careful aim. When the Marksman reaches 1st level, the circumstance bonus he gains when using the Dead Aim feat increases to +3. At 4th level the Marksman's benefit from the Far Shot feat is increased to +4. At 7th level it increases a final time to +5. Lay of the Land The Marksman is an expert at selecting the right spot. Before making a Hide check the Marksman can make a Knowledge (tactics) check to find a suitable spot to lay wait for his targets. If the check is a success the hiding spot will be of such high quality that it will grant the Marksman a +2 circumstance bonus on Hide checks made and a +1 bonus on the first attack roll he makes from this hiding place. The DC depends on the environment: An arboreal or urban environment with rich topography is a DC 15 check, a desert, tundra, parking lot or other flat environment would be a DC 20 check, while a small uncluttered environment - like a hotel room, maybe as high as DC 25 check. The GM should decide the exact DC according to the situation. The Marksman can only attempt the Knowledge check once, if he fails he cannot find any such hiding spot in the environment. This does not prevent him from making Hide check, merely from getting the special Lay of the Land bonuses. Improved Far Shot The Marksman is an expert at hitting a target at extreme range. When a 2nd-level or higher Marksman uses a firearm or archaic ranged weapon (such as a bow), its range increment is doubled. (This benefit does not stack with the increase in range increment from the Far Shot feat, but it does stack with increases from scopes or other equipment.) This ability has no effect on thrown weapons. Bonus Feats At 3rd, 6th, and 9th level, the Marksman gets a bonus feat. The bonus feat must be selected from the following list, and the Marksman must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Burst Fire, Dodge, Double Tap, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Stealthy, Strafe, Weapon Focus. Massive Shot Professional marksmen are trained to deliver particularly deadly shots. When the Marksman succeeds on an attack with a ranged weapon using the Dead Aim class feature and deals damage that exceeds the target's massive damage threshold, the DC for the Fortitude save increases by the Marksman's level in this prestige class. For example, when a 6th-level Marksman deals massive damage with a ranged weapon, the DC for the save is 15+6, or 21. Center Mass At 5th level, the Marksman gains the ability to hit targets that others would miss. When the Marksman uses the Dead Aim feat, the cover bonus to the target's Defense is reduced by 4 (minimum +0).

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Windage The Marksman is skilled at correcting his aim. If an 8th-level or higher Marksman using the Dead Aim feat misses his target, he may spend 1 action point to reroll the attack, gaining a +1 bonus on the second attack roll. This second roll is made at the same base attack bonus as the first roll, and all bonuses or penalties that applied to the first roll also apply to the second. This second roll does not count as a second attack. However, the windage ability expends twice as much ammunition as the attack would normally require, so it can be used only if the weapon contains sufficient ammunition. Critical Shot The Marksman is a master at dropping a target with a single shot. A 5th-level Marksman using the Dead Aim feat with a Large or larger firearm may attempt an automatic critical hit with his attack. The attempt requires a full-round action (in addition to the full-round action required for lining up the shot) and the expenditure of 1 action point. The Marksman takes a -8 penalty on the attack roll, but if the attack is successful, it is automatically a critical hit. The natural roll does not have to be within the weapon's threat range, and the Marksman does not have to roll to confirm the critical hit.

Martial Artist Requirements To qualify to become a Martial Artist, a character must fulfill the following criteria. Base Attack Bonus: +3 Skill: Jump 3 ranks. Feat: Combat Martial Arts, Defensive Martial Arts. Class Information Hit Die The Martial Artist gains 1d8 hit points per level. Action Points 6 + one-half character level, rounded down, every time the martial artist attains a new level in this class. Class Skills The Martial Artist’s class skills (and the key ability for each skill) are: 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

Level BAB Fort Ref Will Special D.B. Rep 1st +1 +0 +2 +0 Living weapon 1d6 +1 +0 2nd +2 +0 +3 +0 Flying kick +2 +0 3rd +3 +1 +3 +1 Bonus feat +2 +0 4th +4 +1 +4 +1 Living weapon 1d8 +3 +0 5th +5 +1 +4 +1 Iron fist (one attack) +4 +1 6th +6 +2 +5 +2 Bonus feat +4 +1 7th +7 +2 +5 +2 Flurry of blows +5 +1 8th +8 +2 +6 +2 Living weapon 1d10 +6 +1 9th +9 +3 +6 +3 Bonus feat +6 +2

10th +10 +3 +7 +3 Iron fist (all attacks) +7 +2

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The following features pertain to the Martial Artist advanced class. Living Weapon 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 his or 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 unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th level, it increases to 1d10. This is an increase to Combat Martial Arts damage; this has no effect on Brawl. 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, the martial artist adds his or her class level as a bonus to the damage he or 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, Improved Combat Martial Arts, Unbalance Opponent. Iron Fist At 5th level, a Martial Artist gains the ability to spend 1 action point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares 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 he or 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 he or 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 his or her highest base attack bonus. This attack and each other attack made in the round take a -2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

Necromancer The Necromancer, as the name implies, is an unseemly form of sorcerer whose spells deal with the raising of the dead and the summoning and control of various undead creatures for his purposes. Though a Necromancer is not necessarily an evil sorcerer most do not think that the reanimation of the dead is ethically correct. Necromancers are therefore forced to study in secret, in the few areas of the Elysium Nebula where there practices are not outlawed. Long hours of study in dank mausoleums make their skin pale and corpselike, and their figure, skeletal. Most people shun them for their peculiar looks and ways, but none doubt the power of the Necromancer, for it is the stuff of nightmares.

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

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Skills; Decipher Script 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks, Knowledge (Arcane Lore) 6 ranks. Feat: Arcane Skills Class Information Hit Die The Necromancer gains 1d4 hit points per level Action Points 6 + one-half character level, rounded down, every time the Necromancer attains a new level in this class. Class Skills The Necromancer's class skills (and the key ability for each skill) are: Craft (visual arts, writing) (Int), Decipher Script (Int), Drive (Dex), Escape Artist (Dex), Forgery (Int), Investigate (Int), Knowledge (arcane lore, earth and life sciences, history, theology and philosophy) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Sleight of Hand (Dex), Speak Language (none), Use Magic Device (Cha). Skill Points at Each Level 5 + Int modifier. Class Features

The following features pertain to the Necromancer advanced class. Speak to Dead Three times per day the Necromancer may attempt to speak with a corpse. The corpse need not be freshly dead but must have its head, jaws and lungs intact to be able to produce some kind of sound. The corpse's soul will have long since departed - the Necromancer is not truly communing with the being it once was, but is rather communicating with the eldritch energy that still lies deep in the lifeless bones and retains some basic memories of its past life. The corpse can answer basic questions about who it was and how it died, but may not remember intricate details about its life. How detailed a response is given to the Necromancer's questions are at the GM's discretion. As a rule of thumb dead souls are treated as having an Int score of 6. Speaking with the Dead requires a 30 minute long ritual during which fell runes are carved out into the dead flesh of the corpse. There is no chance of failure - though there is a risk that the corpse will not remember the information the Necromancer is seeking. Unholy Infliction The Necromancer learns to pour negative energy into a target by touching it. On a successful unarmed touch attack the Necromancer deals 1d8 points of negative energy damage plus 1 point of negative energy damage per level of Necromancer. At 6th level this increases to 2d8 points of damage plus 1 point per Necromancer level and at 10th level this increases to 3d8 points of damage plus 1 point per Necromancer level. Targets that are of the undead type are healed by this damage instead of injured.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Speak to Dead +0 +1 2nd +1 +0 +0 +3 Unholy Infliction +1 +1 3rd +1 +1 +1 +3 Bonus Feat +1 +2 4th +2 +1 +1 +4 Skeletal Minion +2 +2 5th +2 +1 +1 +4 Drain Soul +2 +3 6th +3 +2 +2 +5 Bonus Feat +3 +3 7th +3 +2 +2 +5 Animate Zombies +3 +4 8th +4 +2 +2 +6 Recall Soul +4 +4 9th +4 +3 +3 +6 Bonus Feat +4 +5

10th +5 +3 +3 +7 Animate Wraiths +5 +5

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Bonus Feats At 3rd, 6th, and 9th level, the Necromancer 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. Alertness, Attentive, Confident, Defensive Martial Arts, Focused, Frightful Presence, Iron Will, Medical Expert, Personal Firearms Proficiency, Point Blank Shot, Studious. Skeletal Minion As a full round action the Necromancer can aim his finger at a target corpse within 20 feet. The skin will slough of the corpse rapidly and it will rise as a skeletal minion. The Necromancer can only target small, medium, or large sized corpses in this way and they will always animate as a skeletal minion of the appropriate size. The Necromancer cannot have more HD of Undead Creatures than he has levels of Necromancer. Dead skeletal minions are not appropriate targets for this spell, nor are Elementals, Constructs, Dragons or even unusual aliens of the Aberration or Alien Beast types. Dead humans, elves, dwarves, kobolds and ogres are all appropriate corpses. Drain Soul Drain Soul is a spell-like ability that is a ranged spell attack that fires a blood red beam of energy that slowly absorbs the soul of a foe into the Necromancer. The Necromancer makes a ranged attack to hit with it. If it hits the Necromancer deals 1d4 points of damage to the target and gains that amount of hit points himself. Each successive round the Necromancer may pass a DC 15 Concentration check to keep the beam up (doing so is an attack action) if he successfully does so he deals 1d4 hit points and gains that amount himself. The beam can be interrupted when a wall or other thick object comes between the Necromancer and his target, or if the Necromancer is attacks and fails a DC 15 Concentration check, or if another character jumps in the path of the beam - though this will merely have the effect of changing the target of the beam and will not actually end the spell. Any target killed by Drain Soul will come back as a Skeleton Minion at 5th and 6th level, as a Zombie at 7th to 9th level or as a Wraith at 10th level. Drain soul can be used three times per day or additional times through the expenditure of an action point. Animate Zombies At 7th level the Necromancer gains the ability to use dead corpses to summon a more powerful undead creature called a zombie. A zombie still has his flesh in tact and is driven be a desire to feast on the flesh of the living. They can take more complex commands than a skeleton and are more likely to have fragmented memories of their past lives. Necromancers lack the ability to make zombies of Large and Small size (and are instead forced to create Skeletons of creatures that are not medium-size even at level 7) unless the GM chooses to decide house rules for this. Instead the basic zombie creature is called a Ghoul. Any humanoid that has either no class levels or Ordinary class levels will come back as a ghoul. A humanoid that has Heroic levels will instead come back as a more powerful zombie creature called a Ghast. Summoning a Ghoul or Ghast is a full round action and can be done only once per day. The Necromancer can do

Small Skeleton Medium Skeleton Large Skeleton HD 1d6 1d12 2d12 Int +5 +5 +5 Speed 30ft 30ft 40ft Defense 13(+1s,+1dex,+1nat) 13(+1dex, +1nat) 13(-1s,+1dex,+3nat) Full Attack Claw +0m 1d3-1 Claw +0m 1d4 Claw 1d6+2 Space/Reach 2.5ft/2.5ft 5ft/5ft 10ft/10ft SQ Undead Qualities Undead Qualities Undead Qualities Saves F +0, R +1, W +2 F +0, R +1, W +2 F +0, R +1, W +3 Abilities S8, D12, C-,

I-, W10, C1 S10, D12, C-, I-, W10, C1

S14, D12, C-, I-, W10, C1

Feats Improved Initiative Improved Initiative Improved Initiative

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this an additional time per day by using an action point or alternately by killing a target with Drain Soul. Remember a Necromancer can never have more Hit Dice of Undead under his command than he has levels of Necromancer.

Ghoul Fever (Su) Disease - bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. Paralysis (Ex) Those hit by a ghoul or ghast bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based. Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based. Recall Soul Starting at 8th level the Necromancer has the powerful ability to recall the soul of a living person back into its body. This is effectively a kind of True Resurrection. If the body is relatively intact the character can actually be brought back to life. Such a casting draws forth a lot of the Necromancers power and costs him 3 action points. The ritual lasts three hours normally. At the GMs discretion of the original body has been wasted away over time it may be possible to transmit the soul of the creature to another host - such as a robot, golem or other body. Such a casting may be even more costly - say 5 action points. Animate Wraith At 10th level the Necromancer gains the ability to summon a powerful undead creature called a Wraith - which is basically a ghostly incorporeal shadow whose very touch is deadly. All creatures, regardless of their size, will come back as the same kind of Wraith. Each Wrath has 5 hit dice and a Necromancer is limited in number of undead creatures to his levels of Necromancer which is 10 at 10th

Ghoul Ghast HD 2d12 4d12 Int +2 +3 Speed 30ft 40ft Defense 14(+2dex,+2nat) 17(+3dex,+4nat) Full Attack Bite +2m 1d6+1

Claw +0m 1d3 Bite +5m 1d8+3 Claw +3m 1d4+1

Space/Reach 5ft/5ft 5ft/5ft Special Attacks

Ghoul Fever, Paralysis Ghoul Fever, Paralysis, Stench

Special Qualities

Darkvision 60ft, Undead Traits, +2 Turn Resistance

Darkvision 60ft, Undead Traits, +2 Turn Resistance

Saves F +0, R +2, W +5 F +1, R +4, W +6 Abilities S13, D15, C—

I13, W14, 12 S17, D17 ,C— I13,W14, C16

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Balance +7, Climb +9, Hide +8, Jump +9,Move Silently +8, Spot +8

Feats Multiattack Multiattack, Personal Firearms

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level. A Necromancer can only use this ability once per week - though he can summon Wraiths through the use of his Drain Soul ability as well. Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Constitution Drain (Su) Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points. Incorporeal Subtype (Su) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as psi-shields) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and it’s ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only

Wraith HD 5d12 Int +7 Speed 60ft Fly Defense 15(+3dex, +2 deflection) Full Attack Slam +5m 1d4 +1d6Con Drain Space/Reach 5ft/5ft Special Attacks

Constitution Drain

Special Qualities

Incorporeal Traits, +2 Turn Resistance, Undead Traits, Unnatural Aura

Saves F +1, R +4, W +6 Abilities S --, D 16, C --,

I 14, W 14, C 15 Skills Diplomacy +6, Hide +11, Intimidate

+10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +4

Feats Alertness, Blind Fight, Combat Reflexes, Improved Initiative

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partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Photomancer A Photomancer, also called an illusionist, is a master of a unique field of eldritch science that revolves around the manipulation of light. Light has a number of unique properties. Its speed in vacuum which is just under 300 million m/s is the fastest speed possible. It displays both wave and particle like properties. There are many sources of light. The most common light sources are thermal: a body at a given temperature emits a characteristic spectrum of black body radiation. Examples include sunlight, incandescent light bulbs, and glowing solid particles in flames. Through the manipulation of light Photomancers can, at the most basic level, simulate visual stimuli - and at their most advanced level simulate laser bolts.

Illusionists can control visual stimuli and are known for sporting such dramatic art as 'illusory tattoos' that move all over one's body. Requirements To qualify to become a Photomancer, a character must fulfill the following criteria. Skills: Craft (Visual Arts) 6 ranks, Knowledge (earth and life sciences) 6 ranks, Research 6 ranks Feat: Meticulous, Wild Talent (any) Class Information Hit Die: The Photomancer gains 1d6 hit points per level. Action Points: 6 + one-half character level, rounded down, every time the Photomancer attains a new level in this class. Class Skills The Photomancer's class skills (and the key ability for each skill) are: Autohypnosis (Wis), Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (electronic, visual arts), Disguise (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, current events, earth and life

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sciences, streetwise, technology) (Int), Profession (Wis), Psicraft (Wis), Read/Write Language, Repair (Int), Research (Int), Search (Int), Sense Motive (Wis), Speak Language. Skill Points at Each Level: 7 + Int modifier. Class Features

The following features pertain to the Photomancer advanced class. Light Starting at first level Photomancers gain the ability to light up a 100ft radius around him. He can light it up quite brightly, but not enough to cause anyone blindness. A character that has its eyes adjusted to darkness will be dazed for a turn if the Photomancer uses light if it fails a DC 10 Will save. The ability may have additional effects to light sensitive creatures. Photomancers can use Light as a free action any number of times per day. Holograph For each round that a Photomancer succeeds on a DC 10 Concentration check he can maintain a floating holographic image of no greater size than 5 cubic feet. He can project this image up to 60 feet away. The Holograph looks deceptively real (Craft [visual arts] opposed by Spot) but it cannot be touched. If the Photomancer is not being pressed in anyway she can take 10 on these Concentration checks. At 5th level it improves to a 10 cubic foot holograph that can emit illusory sound. At 9th level it becomes a 20ft illusory holograph and no Concentration checks are required to maintain it, so once the illusion is in place a Photomancer can leave, think about other things and the illusion will stay there until willfully dismissed. It can perform simple programmed functions (like an illusion of a guard walking back and forth). A Photomancer can never have more than one holograph active at a given time. Disguise Self Once a Photomancer has mastered the art of using visual stimuli to create holographic displays she moves on to cleverer uses of her illusions. She can manipulate the light around her to appear to have a different face than her own. Using this ability she can disguise her gender, her race and even to some degree her height and weight. Grossly different looks (like a human simulating an Illithid) are possible, but components like the tentacles are visual illusions only and if a character is touched it will give away the disguise. A Photomancer can use this ability 3 times per day, and additional times through the expenditure of Action Points. Each time it is used it grants a +10 bonus on disguise checks. Bonus Feats At 3rd, 6th and 9th level the Photomancer gains a bonus feat. The bonus feat must be selected from the following list, and the Photomancer must meet all the prerequisites of the feat to select it. Action Boost, Blind-Fight, Confident,

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Light, Holograph +1 +2 2nd +1 +0 +0 +3 Disguise Self +1 +3 3rd +1 +1 +1 +3 Bonus Feat +2 +3 4th +2 +1 +1 +4 Photon Flash +2 +4 5th +2 +1 +1 +4 Invisibility, Improved Holograph +3 +4 6th +3 +2 +2 +5 Bonus Feat +3 +5 7th +3 +2 +2 +5 Living Laser Pistol +4 +5 8th +4 +2 +2 +6 Simulacrum +4 +6 9th +4 +3 +3 +6 Bonus Feat, Advanced Holograph +5 +6

10th +5 +3 +3 +7 Living Laser Rifle +5 +7

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Deceptive, Educated, Elusive Target, Frightful Presence, Low Profile, Nimble, Renown, Trustworthy. Photon Flash Starting at 4th level the Photomancer can simulate the effect of a photon flashbang grenade. This emits a pulse of light intended to blind its targets. Anyone failing a Reflex save DC 10 + half the Photomancer's level + Photomancer's Intelligence modifier is blinded for 1d4+1 rounds as described in the d20 Modern conditions summary. The Photomancer can use this ability 2 times per day, plus additional times through the expenditure of an action point. Invisibility Starting at 5th level the Photomancer gains the powerful ability to render herself or her allies invisible. The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ some kind of eldritch power to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a blast door to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. The Photomancer can use this ability once per day and affect a number of targets equal to her Intelligence modifier plus 1 (for a minimum of 1 target). It lasts for 1 hour or until the power is ended by performing some attacking action. The Photomancer can use this additional times per day but each additional use costs her an Action Point. Living Laser Pistol A Photomancer counts as being armed with a Laser Pistol (range 30ft, 2d8 damage, fire damage type) at all times. She can fire laser bolts from the tips of her fingers as attack actions without draining her of any power. Living Laser Pistol counts as a weapon like any other for the purposes of firearm related feats like Double Tap and Point Blank Shot and one can even take such feats as Weapon Focus and Weapon Specialization in Living Laser Weapon. Simulacrum Using a block of ice and dipping into some elemental magic the illusionist can do some really impressive things. He can create an effective clone of a creature, one that is even tangible and makes sound as it moves about. Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your own. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link

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exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 6 hours and a large block of snow or ice (1 cubic foot of it) is needed to create a Simulacrum. Living Laser Rifle At 10th level the Photomancer's living weapon improves to become the rough equivalent of a Laser Rifle. He can shoot bolts of laser from his hands that have a range increment of 80ft and deal 3d8 points of fire damage.

Psionic Medic Requirements To qualify to become a Psionic Medic, a character must fulfill the following criteria. Base Attack Bonus: +2 Skill: Treat Injury 6 ranks, Spot 6 ranks. Feat; Surgery. Class Information The following information pertains to the Psionic Medic advanced class. Hit Die The Psionic Medic gains 1d8 hit points per level. Action Points 6 + one-half character level, rounded down, every time the Psionic Medic attains a new level in this class. Class Skills The Psionic Medic’s class skills (and the key ability for each skill) are: Computer Use (Int), Concentration (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. Class Features

The following features pertain to the Psionic Medic advanced class. Medical Specialist The Psionic 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.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +0 +1 Medical Specialist +1 +1 +1 2nd +1 +3 +0 +2 Expert Healer +1 +1 3rd +1 +3 +1 +2 Bonus feat +2 +1 4th +2 +4 +1 +2 Medical mastery +2 +2 5th +2 +4 +1 +3 Medical specialist +2 +3 +2 6th +3 +5 +2 +3 Bonus feat +3 +2 7th +3 +5 +2 +4 Minor medical miracle +4 +3 8th +4 +6 +2 +4 Medical specialist +3 +4 +3 9th +4 +6 +3 +4 Bonus feat +5 +3

10th +5 +7 +3 +5 Medical miracle +5 +4

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Expert Healer At 2nd level and higher, the Psionic 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 Psionic Medic restores 1 hit point for every level he or she has in this advanced class. Bonus Feats At 3rd, 6th, and 9th level, the Psionic Medic gets a bonus feat. The bonus feat must be selected from the following list, and the Psionic 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, and Vehicle Expert. Medical Mastery When making a Treat Injury skill check, a Psionic Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so. Minor Medical Miracle At 7th level or higher, a Field Medic can save a character reduced to ?10 hit points or lower. If the Psionic Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Psionic 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 Psionic Medic fails the skill check or the patient fails the save, the dead character can’t be saved. Medical Miracle At 10th level, a Psionic Medic can revive a character reduced to ?10 hit points or lower. If the Psionic Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Psionic 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 Psionic Medic fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored.

Psychomancer Requirements To qualify to become a Psychomancer, a character must fulfill the following criteria. Skill: Bluff 6 ranks, Diplomacy 6 ranks, and Gather Information 6 ranks. Feat: Wild Talent Class Information The following information pertains to the Psychomancer advanced class. Hit Die The Psychomancer gains 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Psychomancer 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 Psychomancer's class skills are as follows: Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (behavioral sciences, current events, popular culture, philosophy and theology) (Int), Profession (Wis), Psicraft (Int), Read/Write Language (none), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level 5 + Int modifier.

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Class Features

All of the following features pertain to the Psychomancer advanced class. Psionic Skills A Psychomancer has access to the following psionic skills. These skills are considered class skills for the Psychomancer, and he can use his skill points to buy ranks in them, just like other skills in the game. Psionic Powers The Psychomancer’s main strength is his ability to manifest psionic powers. Psychomancers don’t have spellbooks and they don’t prepare powers ahead of time. In addition, a Psychomancer can use psionics while wearing armor without risking the failure of the power. A Psychomancer’s level limits the number of power points available for manifesting powers. In addition, a Psychomancer must have a key ability score equal to at least 10 + the power’s level to manifest a particular power. The Psychomancer’s selection of powers is extremely limited, although he enjoys ultimate flexibility. At 1st level, a Psychomancer knows three 0-level powers of your choice and one 1st-level power. At each level, the Psychomancer discovers one or more previously latent powers, as indicated on the table below. The DC for saving throws to resist a psionic power is 10 + the power’s level + the Psychomancer’s key ability modifier. A Psychomancer can manifest a certain number of powers per day based on his available power points. (0-level powers have a special cost; see FX Basics.) He just pays the power point cost of a power to manifest it, no preparation necessary. The base number of power points available per day is shown on the table above. This number is improved by bonus points determined by the Psychomancer’s Charisma score, as shown on the table below. Trigger Power At 2nd, 5th, and 8th level, the Psychomancer chooses one psionic power that he can attempt to manifest for no power point cost. At each of these levels, you select one 0-, 1st-, 2nd-, or 3rd-level power you can use. From that point on, you can attempt to trigger that power without paying its cost. To trigger a power, you must have enough power points to cover the

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Psionic skills, psionic powers +0 +1 2nd +1 +0 +0 +3 Trigger power, psionic powers +1 +1 3rd +1 +1 +1 +3 Bonus feat, psionic powers +1 +1 4th +2 +1 +1 +4 Power crystal, psionic powers +1 +2 5th +2 +1 +1 +4 Trigger power, psionic powers +2 +2 6th +3 +2 +2 +5 Bonus feat, psionic powers +2 +2 7th +3 +2 +2 +5 Combat manifestation, psionic powers +2 +3 8th +4 +2 +2 +6 Trigger power, psionic powers +3 +3 9th +4 +3 +3 +6 Bonus feat, psionic powers +3 +3

10th +5 +3 +3 +7 Maximize power, psionic powers +3 +4

??Powers Discovered by Level?? Level

Pts/Day 0 1 2 3 4 5 1st 2 3 1 - - - - 2nd 3 3 2 - - - - 3rd 4 3 3 - - - - 4th 7 4 3 1 - - - 5th 10 4 3 2 - - - 6th 15 4 3 2 1 - - 7th 20 5 4 3 2 - - 8th 27 5 4 3 2 1 - 9th 34 5 4 3 2 2 -

10th 43 6 4 3 3 2 1

Cha Score Bonus Power Points 12-13 1 14-15 3 16-17 5 18-19 7 20-21 9 22-23 11

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normal cost of the power manifestation. Then, make an ability check appropriate to the power. If you succeed at the ability check, the power manifests with no cost in power points. If the check fails, you pay the power point cost and the power manifests. DCs for the ability check depend on the level of the power: 0-level, DC 11; 1st-level, DC 13; 2nd-level, DC 15; and 3rd-level, DC 17. Bonus Feats At 3rd, 6th, and 9th level, the Psychomancer gets a bonus feat. The bonus feat must be selected from the following list, and the Psychomancer must meet all the prerequisites of the feat to select it. Alertness, Animal Affinity, Attentive, Blind-Fight, Combat Expertise, Confident, Creative, Deceptive, Educated, Focused, Frightful Presence, Iron Will, Renown, Stealthy, Studious. Power Crystal At 4th level, the Psychomancer can store excess power points in a power crystal specially attuned to him. Encoding the crystal takes 24 hours and requires a gem with a purchase DC of 20. When complete, the power crystal is a psionically charged crystalline stone no more than an inch in diameter. A Psychomancer can possess no more than one power crystal at a time. A power crystal is imbued with 5 power points when it is created. The Psychomancer can call upon these power points at any time and use them just as he would his natural power points. Once the crystal is depleted, the Psychomancer must refill it using up to 5 power points from his own reserves. A power crystal can be recharged after a Psychomancer has rested and renewed his own reserves of power points for the day. Combat Manifestation At 7th level, a Psychomancer becomes adept at manifesting psionic powers in combat. He gets a +4 bonus on Concentration checks to manifest a power while on the defensive. Maximize Power At 10th level, a Psychomancer learns to manifest psionic powers to maximum effect. All variable, numeric effects of a maximized power automatically achieve their maximum values. A maximized power deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Powers without random variables are not affected. A maximized power costs a number of power points equal to its normal cost +6.

Quicksilver Alchemist Alchemy is a science rooted in the eldritch discipline of transmutation. The elves

of Elysium studied alchemy in two distinct ways. One was a craft, the making of magical potions, the other was as a physical art, using the bodies’ natural eldritch energies to transmute ones-self and the things around one. This latter sort of alchemy, practiced by a group of elves who called themselves the Quicksilver Alchemists, would prove invaluable during the second Illithid Wars as Quicksilver Alchemy was about the closest things the elves had to a Martial Art, and thus could be exploited for combat. The Quicksilver Alchemists twin brother is the War Shifter. Both are warrior-like transmutational paths however there are many difference. Quicksilver Alchemists were

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originally Elvin whereas War Shifters are mostly Duruki. Additionally Quick Silver alchemy has less of a focus on changing living properties but rather is the art of altering the basic elements. The Quicksilver Alchemist alters the chemistry of his body and of his foes. The quickest path into this advanced class is from the Fast hero basic class, though other paths are possible, in particular Strong or Tough heroes whom are both quite physical. Requirements To qualify to become a Quicksilver Alchemist, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Escape Artist 6 ranks, Knowledge (Earth & Life Sciences) 6 ranks. Feat: Wild Talent, Nimble Class Information Hit Die The Quicksilver Alchemist gains 1d8 hit points per level. Action Points 6 + one-half character level, rounded down, every time the Quicksilver Alchemist attains a new level in this class. Class Skills The Quicksilver Alchemist's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Drive (Dex), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, earth and life sciences) (Int), 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 Quicksilver Alchemist advanced class. Alternate Forms As a character gains levels of Quicksilver Alchemist she accrues a number of alternate forms which she can assume to grant her additional combat or situational effectiveness. All of these abilities are eldritch or supernatural abilities and they cannot be used by characters that are considered 'blunt' or unpsychic. A War Shifter has limited use of its alternate forms. She gets a number of uses of her Alternate Forms equal to 1 plus her Wisdom modifier (minimum 1) per day. She can gain additional uses of alternate forms by expending an Action Point to do so. Boneless Body Starting at 1st level the Quicksilver Alchemist is completely double-jointed. He gets a +10 bonus on Escape Artist checks as he can bend his body in unnatural

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +2 +0 Alternate Forms, Boneless Body +1 +0 2nd +1 +2 +3 +0 Enlarge/Reduce +2 +0 3rd +2 +2 +3 +1 Bonus feat +2 +1 4th +3 +2 +4 +1 Liquid Form +3 +1 5th +3 +3 +4 +1 Stone Form +4 +1 6th +4 +3 +5 +2 Bonus feat +4 +2 7th +5 +4 +5 +2 Gaseous Form +5 +2 8th +6 +4 +6 +2 Shape Material +6 +2 9th +6 +4 +6 +3 Bonus feat +6 +3

10th +7 +5 +7 +3 Astral Form +7 +3

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ways. This is not an alternate form - it is an immutable natural property of the Alchemist and applies whether or not she is blunt. Enlarge/Reduce As a use of Alternate Form the Quicksilver Alchemist can become one size category larger or smaller than she currently is. This size change can be stacked with another alternate form - such as Stone Form. Enlarge causes instant growth of the Alchemist, doubling her height and multiplying her weight by 8. This increase changes the Alchemist's size category to the next larger one. The Alchemist gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and Defense due to her increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it. All equipment worn or carried by a creature is similarly enlarged by the effect. Melee and thrown weapons affected by this spell deal more damage (increasing by one size category). Firearms or magical equipment do not gain benefits from this size increase. Reduces causes the opposite; instant diminution of a Quicksilver Alchemist, halving her height, length, and width and dividing her weight by 8. This decrease changes her size category to the next smaller one. The Alchemist gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and Defense due to its reduced size. A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed. All equipment worn or carried by a creature is similarly enlarged by the effect. Melee and thrown weapons affected by this spell deal less damage (decreasing by one size category). Firearms or magical equipment do not suffer penalties from this size decrease. Bonus Feats At 3rd, 6th, and 9th level, the Quicksilver Alchemist 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, Athletic, Brawl, Cautious, Dodge, Improved Brawl, Improved Damage Threshold, Improved Knockout Punch, Knockout Punch, Mobility, Spring Attack, Streetfighting, Toughness. Liquid Form Starting at 4th level, the Quicksilver Alchemist can become a pool of liquid. This allows it to slide 20ft per round across an even surface - sliding half that speed upwards (no more than a 45 degree angle) or downwards twice that speed. In liquid form the alchemist can pass through grates, sieves and other unlikely passages. In liquid form the Quicksilver Alchemist takes double damage from fire and heat based attacks. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject becomes immune to poison and critical hits. It can't attack while in gaseous form. The subject also loses supernatural abilities while in liquid form. Stone Form Starting at 5th level the Quicksilver Alchemist can assume stone form as an optional alternate form. Stone form turns the outer layers of the Alchemist's skin to solid stone or metal. This gives the Alchemist a Hardness of 5 + the Alchemist's current level (max 15). Hardness is not ignored by magical or eldritch attacks, but can be ignored by a Strong Hero's ignore hardness talent.

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Gaseous Form At 7th level, a Quicksilver Alchemist can turn his body into a gas. The Quicksilver Alchemist and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack while in gaseous form. The subject also loses supernatural abilities while in gaseous form. A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. Shape Material In 2 hours of manipulation, the Quicksilver Alchemist can form an existing piece of stone, metal or wood into any shape that suits her purpose. While it's possible to make crude coffers, doors, and so forth with shape material, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work. Astral Form At 10th level the Quicksilver Alchemist achieves a sort of semi-solid superform. This looks like a semi-transparent gelatin that becomes hard as adamantium or soft as jelly as necessary. While in Astral Form the Quicksilver Alchemist can swap to liquid form at will and back without treating it as a use of Alternate Form. The Astral Form can grow spiky horns that deal 1d10 points of piercing or slashing damage in close combat. The form has no vulnerable areas and is immune to critical hits or the effects of massive damage. The form also grants damage reduction 10/magic. Finally targets struck by a Quicksilver Alchemist in Astral Form run the risk of being petrified (turned to stone). Anyone struck must pass a Fortitude save with a DC equal to the damage dealt by the Quicksilver Alchemist or be turned permanently to stone. Only a powerful Nullify Power effect will cancel such petrifaction.

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Roboticist A roboticist is a very specialized sort of engineer that has mastered the

fundamentals of three distinct engineering realms: the mechanical engineering required for building constructs that are able to replicate the sort of physical locomotion displayed by humans and other organic creatures; the electrical engineering required for wiring such constructs such that all of their parts move in a correct way to walk and move like their organic counterparts; and finally the software engineering required for advanced artificial intelligence. In short a roboticist is an expert in making robots; intelligent constructs that range from a cleaner bot to help around the spaceship to truly sentient companions that one might say the Roboticist has fathered. Robot roboticists are particularly important individuals because, in a sense, they are the only kind of robot that can effectively ‘propagate the species’ – if one can call robots as such. The fastest way to the Roboticist Advanced Class is through the Smart Hero basic class though other paths are possible.

Requirements To qualify to become a Roboticist, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks. Class Information The following information pertains to the Roboticist advanced class. Hit Die: The Roboticist gains 1d6 hit points per level. Action Points: 6 + one-half character level, rounded down, every time the Roboticist attains a new level in this class. Class Skills The Roboticist’s class skills (and the key ability for each skill) are: 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.

Class Features

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The following features pertain to the Roboticist advanced class. Build Remote Robot A Roboticist of 1st level or higher can build remote-controlled robots called

drones that are Tiny or Diminutive in size. At 5th level he is able to make small and medium sized drones and at 8th level he is able to make large and larger drones. These drones serve as the Roboticist’s eyes, ears, or hands out to a predetermined distance away from the character when the Roboticist wants to use one of the following skills: Computer Use, Demolitions, Disable Device, Listen, Repair, or Spot. The Roboticist must have at least 1 rank in the skill that he wants to program into the drone. The Roboticist can only control one drone at a time, and only one of his drones can be active at any time. Follow these steps to build a drone.

Frame and Speed Wheels Wheels are somewhat more effective than treads on level ground, but the robot moves at half speed when navigating poor surface conditions. Most wheeled robots have four, six, or eight wheels. Robots with wheels cannot jump or swim. Base Speed: 20 feet.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Build Drone +1 +0 2nd +1 +0 +0 +3 Extreme Machine +1 +0 3rd +1 +1 +1 +3 Bonus Feat +2 +1 4th +2 +1 +1 +4 Robot Sympathy +2 +1 5th +2 +1 +1 +4 Aramture Robots +3 +1 6th +3 +2 +2 +5 Bonus Feat +3 +2 7th +3 +2 +2 +5 Parts Trader +4 +2 8th +4 +2 +2 +6 Mastercraft +4 +2 9th +4 +3 +3 +6 Bonus Feat +5 +3

10th +5 +3 +3 +7 Construct Biodroid +5 +3

Size Craft DC Purchase DC

Diminutive 15 18

Tiny 12 15

Small 12 15

Medium 13 17

Large 15 19

Huge 17 21

Colossal 19 23

Component Craft DC

Purchase DC

Frame Shape1

Wheels +1 +1

Tracks +2 +2

Multiple Legs +3 +3

Bipedal +4 +4

Hover Pad +5 +5

Flight +6 +6

Burrow +7 +7

Swim +10 +10

Manipulators3

Pincers +2 +2

Hand +3 +3

Advanced Hand +4 +4

Task Hand +5 +5

External Components2

A/V Sensors Basic (requires lights) +1 +1

A/V Sensors Infrared (requires IR lights) +2 +2

Proximity Sensors +4 +4

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Treads The robot is equipped with a pair of tank-like treads that allow it to roll along over most terrain without significant difficulties. It can negotiate reasonably shallow steps, but stairs are beyond its abilities. Robots with treads cannot jump or swim. Base Speed: 20 feet. Bipedal Legs The robot is bipedal, walking on two legs as well as a human. Only robots equipped with legs can jump. Base Speed: 15 feet. Multiple Legs The robot has three or more mechanical legs that allow it to walk, after a fashion. The robot moves at half speed when navigating obstructions, stairs, or poor surface conditions. Only robots equipped with legs can jump. Base Speed: 15 feet. Hoverpad The robot takes in air through a vent and forces it out beneath itself, allowing it to hover about an inch off the ground. It handles poorly and moves at half speed over poor surface conditions. Base Speed: Fly 30 feet (poor) Rotor The robot is equipped with a rotor, like a helicopter’s. It doesn’t move as quickly as a robot equipped with an air propeller, but it can hover without falling. Base Speed: Fly 30 feet (poor). Thruster Thrusters use a miniature impulse engine to produce a stream of high-energy particles, contained and directed by magnetic fields. The exhaust is hot, but not dangerously so. Thrusters enable the robot to fly and hover. Base Speed: Fly 30 feet (poor). Burrow: The robot has a drill on the front and earth moving equipment running through the machine. This allows the robot to move through earth, snow, ice, or any like substance. Base Speed: Burrow 20ft Swim: Allows the robot to move through liquids. The robot must be made waterproof and is included in the purchase DC. Base Speed: Swim 30ft Manipulators Pincer A pincer is a two-fingered, claw like appendage that focuses all the grip strength on a pair of opposed surfaces, rather like a pair of tongs. Pincers allow the robot to manipulate and lift objects without much difficulty, but objects specifically made for humanoid hands (like firearms) are usually beyond the pincers’ ability to operate. At the GM’s discretion, tasks involving manual dexterity suffer a –4 penalty for a robot equipped with pincers. Hand A hand is a step up from a claw, in that it has more digits— usually three or four, total. Hands are a bit more adaptable as well, imposing only a – 2 penalty w hen attempting tasks involving manual dexterity. Advanced Hand Advanced hands are essentially the same in structure as human hands, though some might have additional fingers for specialized work. Advanced hands suffer no penalties when attempting tasks involving manual dexterity. Task Hand Task hands function just like advanced hands, except that they are equipped with additional joints and often with additional or telescoping digits, enabling

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them to multitask, as well as to spread the robot’s grip strength over a slightly wider area. A robot with a task hand gains a +1 equipment bonus on Climb, Craft, Demolitions, Disable Device, Drive, Escape Artist, Forgery, Pilot, Repair, Search, Sleight of Hand, and Treat Injury checks. This bonus improves to +2 if the robot has two or more task hands. At the GM’s discretion, the robot can gain this bonus when attempting certain Perform checks as well. Armour Installing integrated armor on a robot requires investing an amount of time determined by the robot’s size: Colossal 24 hours, Gargantuan 12 hours, Huge 6 hours, Large 3 hours, Medium-size 2 hours, Small 1 hour, Tiny or smaller 30 minutes. Integrated armor can be removed in half the time with a successful Repair check (DC 20). Duraplastic Armour Duraplastic armor is made of advanced plastic polymers, like carbon fiber and high-grade fiberglass. Although relatively cheap and light, it doesn’t offer tremendous protection. Equipment Bonus: +3. Speed Penalty: None. Purchase DC: 5 Restriction: None. Alumisteel Armour This easy-to-acquire alloy is lightweight and reasonably strong. Equipment Bonus: +5. Speed Penalty: –5 feet. Purchase DC: 8 Restriction: None. Resilium Armour Resilium is more malleable alloy than duralloy, although not as strong. Equipment Bonus: +6. Speed Penalty: None. Purchase DC: 12 Restriction: None. Neovulcanium Armour Similar to duralloy, neovulcanium uses plasma-forging techniques to create an alloy of unparalleled resilience. Equipment Bonus: +7. Speed Penalty: –5 feet. Purchase DC: 15 Restriction: None. Duralloy Armour Duralloy armor is harder, heavier, and more durable than alumisteel. Equipment Bonus: +8. Speed Penalty: –10 feet. Purchase DC: 15 Restriction: None. Megatanium Armour Sandwiched layers of crystal carbon and neovulcanium held in a magnetic matrix, megatanium represents the apex of robot armor. It is exceedingly hard and durable. A special license is required to buy the synthetic substances required to blend megatanium. Equipment Bonus: +9. Speed Penalty: –10 feet. Purchase DC: 25 Restriction: Licensed (+1). Craft Sensors Robots are unable to perceive their surroundings without a sensor system of some kind. Without sensors, they are effectively blind and deaf, and they suffer

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penalties on certain checks—if they can attempt them at all. Sight: A robot without visual sensors suffers a –4 penalty on all skill checks and cannot make Spot or Search checks. Sound: A robot without audio sensors suffers a –2 penalty on all skill checks and cannot make Listen checks. Touch: A robot without tactile sensors suffers a –4 penalty on all Demolitions, Disable Device, Forgery, and Repair checks. Smell: A robot without olfactory sensors suffers no particular penalties. Taste: A robot without gustatory sensors suffers no particular penalties. A/V Basic: Basic audio/visual sensors. You must have lights installed on the robot and are included in the purchase DC of these sensors. Grants a +1 to Spot, Listen, and Search check. The lights cause a –6 to all hide checks. A/V Infrared: Infrared audio/visual sensors. You must have infrared lights installed on robot and are included in the purchase DC. Grants a +2 to Spot, Listen, and Search checks. The penalty for hide is reduced to –2. Proximity Sensors: Sensors that allow a robot to know what is going on around it. These sensors grant a +4 to Spot and Listen checks. Also, the new sensors grant the robot tremmorsense. Enviro Sensors: These sensors allow the robot to measure temperature, air/water pressure, air/water composition, radiation levels, gravity levels, and Biological creatures within 50ft. Operating Software To write skill software from scratch, a character must have an equal number of ranks in whatever skill the software is designed to emulate. He must succeed at a Computer Use check (DC 20 + number of skill ranks emulated by the software) after investing 12 hours in the software’s construction. To write feat software from scratch, a character must possess whatever feats the software is designed to emulate.. He must succeed at a Computer Use check (DC 30) after investing 12 hours in the software’s creation. Feat Prerequisites: Regardless of the quality of its feat software, a robot cannot emulate a feat if it does not meet the feat’s prerequisites. Skill Chip A skill chip enables a robot to gain up to 8 ranks in any one of the following skills: Computer Use, Demolitions, Disable Device, Listen, Repair, Search, or Spot. A robot can have multiple skill chips. However, skill chips do not allow a robot to benefit from skill synergy. A skill chip can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software). Purchase DC: 4 × number of skill ranks. Language Chip This chip allows the robot the read, write, and speak one language as though it has the appropriate Read/Write Language and Speak Language skills. Purchase DC: 4 per language Skill Progit Sophisticated emulation software encased in a thin but durable plastic casing, a skill progit enables a robot to gain ranks in any single skill – not limited to a certain list as is the case with the chip. The number of ranks cannot exceed the programmer’s ranks in the skill being emulated. A skill progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 20 + number of skill ranks emulated by the software). Purchase DC: 5 × number of skill ranks. Feat Progit Sophisticated emulation software encased in a thin but durable plastic casing, a feat progit is installed in the robot’s central processing unit and enables the

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robot to gain a single feat. A robot can have a number of feat progits equal to 1 + one-third its Hit Dice (rounded down). A feat progit can be erased and reprogrammed with 12 hours of work and a successful Computer Use check (DC 30). Purchase DC: 20. Craft Robotic Accessories Even an assembly-line robot needs certain tools to accomplish its tasks. The following section describes miscellaneous accessories designed specifically for robots. To build a robot accessory from scratch, a character must first acquire the necessary components by making a Wealth check against the accessory’s purchase DC. Then the character must succeed at a Craft (mechanical) check (DC 25) after investing 24 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. A character can install a home-built or factory-built robot accessory with a successful Craft (mechanical) check (DC 15) but the DC will be 2 greater than listed for an already constructed part. A character without a mechanical tool kit takes a –4 penalty on the check. A character with access to a workshop or other facility can install a robot accessory in 1 hour; without a facility, the installation takes 6 hours. AV Recorder This audio and video recorder unit uses the robot’s video and audio sensors to record and store up to 8 hours of information. Purchase DC: 11. AV Transmitter A remote audio-visual unit consists of a video camera and microphone connected to the robot’s visual and audio sensors, with a transmitter to send the information to a computer or a remote control unit (see Remote Control Unit, below). The AV transmitter includes a transmitter with an effective range of 1,000 feet. This unit does not allow a remote operator to control the robot (but see Robolink, below). It merely allows the operator to see and hear what the robot sees and hears. Purchase DC: 14. Fire Extinguisher This unit, available only to Small or larger robots, ejects enough extinguishing chemicals during a move action to put out a fire in a 10- foot-by-10-foot square. A robot’s extinguisher tank holds a number of shots of chemical spray based on the robot’s frame size: Small 2, Medium-size 4, Large 8, Huge 16, Gargantuan 32, and Colossal 64. Purchase DC: 4 Integrated Unicom An integrated Unicom enables the robot to make and receive comm calls without resorting to the use of its manipulators (which may not be delicate enough to operate a standard unicom, in any case). Purchase DC: 9. Internal Storage Unit The robot has an insulated compartment for storing foreign objects. The compartment can store objects of up to two size categories smaller than the robot. A tiny or diminutive robot cannot have a storage unit. See Table: Internal Storage Units for compartment weight limits and purchase DCs.

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Loading Mechanism A loading mechanism allows a robot to reload a single handheld weapon as a full-round action. The mechanism can hold enough ammunition to reload the weapon three times. The mechanism works with weapons that use box ammunition, speed-loaders (but not loose bullets), a grenade launcher round, some sort of fuel tank (such as a flamethrower) or power cell. A robot can have multiple loading mechanisms—one for each weapon it carries. Purchase DC: 12 (doesn’t include ammunition). Magnetic Feet The robot comes with electromagnetic grippers that allow it to cling to ferrous surfaces, including iron and steel. The robot using its magnetic feet gains a climb speed of 20 feet and need not make Climb checks to scale ferrous surfaces. Purchase DC: 12. Tool Mount Any robot with an armature, biomorph, biodroid, or bioreplica frame can be equipped with a tool mount. Liquid-state robots, due to their amorphous nature, cannot have tool mounts. This mount is usually attached to the end of a robotic appendage and sports a single tool. A tool mount easily adjusts to house different kinds of tools, but it can hold only one tool at any given time. The robot’s internal power source powers the tool, if necessary. The tool can be up to one size category larger than the robot’s size category; for example, a Medium-size robot’s tool mount can bear a Large or smaller tool. The tool can be any general item. Purchase DC: the purchase DC of the tool. Vocalizer This unit enables a robot to speak any language it knows. It must have the appropriate Speak Language skill, either acquired through class levels (for heroic robots) or skill software (for nonheroic robots). Purchase DC: 8. Weapon Mount Robots that lack the proper manipulators to grasp weapons are suitable candidates for weapon mounts. Any Diminutive or larger robot with an armature, biomorph, biodroid, or bioreplica frame can be equipped with them. Liquid-state robots, due to their amorphous nature, cannot have weapon mounts. A weapon mount can be attached to almost any part of a robot’s frame. The attached weapon can be one size category larger than the robot’s size category; for example, a Medium-size robot can have a Large or smaller mounted weapon. Any weapon can be mounted on the weapon mount. However, a robot-mounted weapon cannot be used as a hand-held weapon, or vice versa. A robot’s size determines the maximum number of weapon mounts it can have and the cost of each weapon mount, as shown in Table: Robot Weapon Mounts. A weapon mount has compartments for storing ammunition. However, the purchase DC of the weapon mount does not include either the weapon or the ammunition.

Select a frame size and form, add manipulators and sensors as necessary, and choose size of remote control link. Add all the modifiers to determine the check’s DC. Make the Craft (mechanical) check to construct the drone’s frame. It takes a Roboticist 30 hours to construct a Diminutive drone frame or 12 hours to

Robot size Maximum Weight Purchase DC Small 10lb. +4 Medium 20lb. +6 Large 40lb. +8 Huge 120lb. +11 Gargantuan 360lb. +15 Colossal 1000lb. +20

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construct a Tiny drone frame. A Diminutive drone can be 6 to 12 inches long or tall and weighs about 1 pound. A Tiny drone can be 13 to 24 inches long or tall and weighs up to 3 pounds. Statistics for these drones can be found in the Creature listings. The next step is to build the internal electronics for the drone and install them in the frame. The DC is based on the size of the drone and modified by the number of components that need to be wired together. For a Diminutive drone, the DC is 15. For a Tiny drone, the DC is 12. Add +1 to the DC for each external component and +2 for the remote link. Make the Craft (electronic) check. It takes a Roboticist 12 hours to wire a Diminutive drone or 6 hours to wire a Tiny drone. The Roboticist programs the drone as the final step. Decide how many ranks of the appropriate skill to program into the drone, up to the number of ranks the Roboticist has in the skill. A Roboticist’s drone can only contain programming for one skill. Make the Computer Use check to program the drone. The DC for the Computer Use check is 20, modified by the number of ranks the Roboticist wants to program into the drone (+1 to the DC for each rank). It takes 1 hour to program the drone. Reprogramming: A drone 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 drone). Extreme Machine If it has mechanical or electronic components, a Roboticist of 2nd level or higher can get maximum performance out of it. By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Roboticist 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. The Roboticist performs the extreme modifications in 1 hour. The Roboticist 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 or her Roboticist class level, beginning when the object is first put into use. The Roboticist selects the single improvement he or she 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. Bonus Feats At 3rd, 6th, and 9th level, the Roboticist gets a bonus feat. The bonus feat must be selected from the following list, and the Roboticist must meet all the prerequisites of the feat to select it. Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms

Improvement Craft DC Repair Chance (d%) Ranged Weapons

+1 to damage 15 01-25 +2 to damage 20 01-50 +3 to damage 25 01-75 +5ft to range 15 01-25

+10ft to range 25 01-50 Electronic Device

+1 equipment bonus 15 01-25 +2 equipment bonus 20 01-50 +3 equipment bonus 25 01-75

Vehicles +1 on initiative 20 01-25 +1 to maneuver 25 01-50 +2 to maneuver 30 01-75

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Proficiency, Point Blank Shot, Studious. Robotic Sympathy Starting at 4th level, whenever the Roboticist performs a repair, craft or computer use check on a Robot she adds her Roboticist class level as a special circumstance bonus on the check. Parts Trader Starting at 7th level, the Roboticist becomes a licensed robotics acquirer and trader. Do you to contacts at various major robotics corporations, the Roboticist always purchases Robotics related equipment at half list-price irrespective of the world he is currently on. This means that the cost of a Robotics Component is always 2 Purchase DC less than listed price and that the listed price is not affected by planet-imposed price modifications (see planet descriptions). Mastercraft At 8th level, the Roboticist becomes adept at creating mastercraft objects. He of she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill. With Craft (electronic), the Roboticist can build electronic devices. With Craft (mechanical), the Roboticist 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. A Roboticist can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making the Craft check as though he or she were constructing the object from scratch. A Roboticist’s Mastercraft ability costs him no XP points (like the d20 Modern Core’s Techie Advanced Class) but he is limited to a single mastercraft point (+1) on any device he crafts. Biodroids Starting at 10th level, the Roboticist can start to build what are referred to as Biodroids. Robotic constructs with an Intelligence score of between 6 and 18, with the ability to take Ordinary and Heroic levels. To build a biodroid frame from scratch, a character must succeed at two skill checks—a Craft (mechanical) check (DC 30) and a Craft (electronic) check (DC 30). These checks are made after investing 48 hours in the construction. A character without a mechanical tool kit or electrical tool kit takes a –4 penalty on the skill check (–8 if the character has neither). The character must also make a Wealth check against the frame’s purchase DC. The biodroid has human-like STR, DEX, INT, WIS and CHA scores that can range from 1 – 18 in all areas. Each -1 in STR or DEX reduces the Craft (mechanical) DC by 1, each +1 increases the DC by 2. Each -1 in INT, WIS or CHA reduces the Craft (electronic) DC by 1, each +1 increases the DC by 2. Note that INT starts at 6 for a Bioreplica, not 10 like all the others. It is very common for Biodroids to be crafted with a DC 38 Craft (electronic) check for an Int of 10. At 10th level the Roboticist can also craft the following additional robotics. Biodroids must be given a Nerve Web, Feat Web and Skill Web. This is not included in the cost above. Craft Sensors Nerve Web The nerve web is an advanced sensor array that simulates the function of an organic nervous system. This sensor system includes a full-spectrum eye with darkvision (out to 180 feet), a full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory sensors, and multiband radar. A robot with a Class IX sensor system gains the scent ability. It also gains a +4 equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair, Search, and Spot checks. All other skill checks are made without penalty. The robot also gains a +3 equipment bonus on initiative checks. Type: Audio, Gustatory, Olfactory, Tactile, Visual.

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Purchase DC: 26. Craft Operating Software Skill Web A skill web allows a robot with ordinary class levels to gain skill points as normal for its class. The skill web expands as the robot advances in level. An integral component of the robot, it cannot be salvaged if the droid is destroyed. Skill webs allow a robot to benefit from skill synergy. A skill web’s skills cannot be altered except through level advancement. Purchase DC: 18. Feat Web A feat web allows a robot with ordinary class levels to gain feats as normal for its class. The feat web expands as the robot advances in level. An integral component of the robot, it cannot be salvaged if the droid is destroyed. A feat web’s feats cannot be altered except through level advancement. Purchase DC: 18.

SEER A Seer is a charismatic eldritch class that has eldritch class abilities focused around the eldritch discipline of divination. In effect Seers are able to predict the future - or if not the future, at least the most probably outcomes. Seers are necessarily able mathematicians (or at the very least able statisticians) because understanding when something is or is not probable, especially when the 'sight' offers many possible intertwining outcomes with potential dependencies between them is often more of a science than an art. The sight itself however, is pure eldritch art. It is a sense of foreboding, a vision of foresight or other such arcane senses. The strength with which these visitations strike represents the likelihood of such an event. Most characters discover they are Seers rather than studying Divination at an Eldritch college it is more likely that it has been thrust upon them because of a unique spiritual alignment with the Diviner's path. The fastest way to the Seer Advanced Class is through the Charismatic Hero basic class though other paths are possible.

Requirements To qualify to become a Seer, a character must fulfill the following criteria. Skills: Diplomacy 6 ranks, Gather Information 6 ranks Feat: Wild Talent (Valor) Class Information Hit Die: 1d6 Action Points: 6 + one-half character level, rounded down, every time the Seer attains a new level in this class. Class Skills The Seer's class

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skills (and the key ability for each skill) are: Autohypnosis (Wis), Bluff (Cha), Computer Use (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana, business, current events, streetwise) (Int), Listen (Wis), Profession (Wis), Psicraft (Wis), Read/Write Language (none), Repair (Int), Research (Int), Sense Motive (Wis), Speak Language (none). Skill Points at Each Level: 7 + Int modifier.

Class Features

The following features pertain to the Seer advanced class. Greater Valor When the Seer uses his Valor wild talent he gains an additional +1 bonus on saving throws for a total of +2 on any saving throw as a free action. The character must declare he is using Valor before rolling as normal, but the use of Valor is otherwise free. The limitation of three uses per day is increased to 5 times per day. Guidance The 'sight' grants the Seer a +1 competence bonus on single attack rolls, saving throw, or skill check made each round. The Seer must declare that he is using Guidance before making the roll. The Seer can choose to deny himself the 'sight' to provide a Guidance to another character. In so doing he must touch another willing character. The Seer does not count his normal benefits of Guidance until the touched character chooses to use his +1 competence bonus. Unlike the Seer, which can make use of the ability each round, the non Seer character can only use it once before it is exhausted and Guidance returns to the Seer. The character being guided must declare the use of the bonus before making the roll to which it applies. If the character does not use it within the span of 1 minute (10 rounds) then Guidance fades from the target and returns to the Seer. Bonus Feats At 3rd, 6th, and 9th level, the Seer gets a bonus feat. The bonus feat must be selected from the following list, and the Seer must meet all the prerequisites of the feat to select it. Alertness, Attentive, Builder, Confident, Creative, Combat Expertise, Educated, Improved Disarm, Iron Will, Renown, Studious, Trustworthy, Windfall. Identify This ability requires 8 hours to manifest and can be used only once per day. The spell-like ability determines all properties of a single eldritch item, including how to activate those functions (if appropriate), and how many charges are left .

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +1 +2 Greater Valor +0 +1 2nd +1 +0 +2 +3 Guidance +1 +1 3rd +1 +1 +2 +3 Bonus Feat +1 +2 4th +2 +1 +3 +4 Identify +2 +2 5th +2 +1 +3 +4 True Strike +2 +3 6th +3 +2 +4 +5 Bonus Feat +3 +3 7th +3 +2 +4 +5 Augury +3 +4 8th +4 +2 +5 +6 Scrying +4 +4 9th +4 +3 +5 +6 Bonus Feat +4 +5

10th +5 +3 +6 +7 Far sight +5 +5

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True Strike Starting at 5th level The Seer can gain temporary, intuitive insight into the immediate future during her next attack. You must declare the use of True Strike before rolling. This class ability is usable once per day, though additional manifestations are possible through the expenditure of an Action Point. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target. Augury At 7th level the Seer can begin performing accurate predictions of the immediate future. An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 60% + 5% per Charisma modifier, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: Weal (if the action will probably bring good results). Woe (for bad results). Weal and woe (for both). Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. A seer who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. The Augury takes 5 minutes to perform during which the Seer slips into a deep trance and is considered "helpless", but otherwise can be used any number of times per day. Scrying Starting at 8th level the Seer can, once per day, perform a special, and very powerful, kind of divination magic called Scrying which allows him to locate people anywhere in the Elysium Nebula. Scrying means you can see and hear some creature before you even though they may be at considerable distance. If the subject succeeds on a Will save (DC 10 + 1/2 Seer's Level rounding down + Seer's Charisma Modifier), the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.

If the save fails, you can see and hear the subject and the subject's immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows with it, always keeping the target centered.. As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. If the save succeeds, you can't attempt to scry on that subject again for at least a full Elysian day (26hrs). Also a Seer with the ability to perform scrying is also able to more easily detect scrying. A Seer of 8th level or higher can make a Psicraft check of the same DC as the Will save to resist scrying (or 15 if no scrying had ever been attempted - see further on). The Seer targets someone when making this Psicraft check. If an

Knowledge Modifier Will Mod.

Secondhand (you have heard of the subject)

+10

Firsthand (you have met the subject) +5

Familiar (you know the subject well) +0

Connection Modifier Will Mod.

Likeness or picture -2

Possession or Garment -4

Body Part(lock of hair, bit of nail, ect) -10

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attempt to Scry for him had been made in the last full day (26 hours) it will be revealed, whether or not it was successful. If the Psicraft check is a success then the Seer also knows whether the Scry check resulted in a success or failure. Resist Scry checks are always passively made by the GM. A character without some kind of special eldritch device will never know if he is being scried for. Farsight At 10th level the Seer has an even better vision into the future. Similar to augury but more powerful, Farsight can provide you with a flash of the future in reply to a question concerning a specific goal, event, or activity that is to occur within one full Elysian year. The future can be interpreted (GMs discretion) as a vision of possible outcomes, as text-based explanation of possible outcomes which the Seer will write out while he is in his visionary trance or it might even take the form of something as simple as a short phrase, or even a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is identical as for Augury. If the dice roll fails, you know the ability failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Shadow Hunter Requirements To qualify to become a Shadow Hunter, a character must fulfill the following criteria. High Strength and Charisma scores are also useful. Base Attack Bonus: +2 Skills: Investigate 6 ranks, Sense Motive 6 ranks, Knowledge (arcane lore) 3 ranks. Feats: Track, and Personal Firearms Proficiency or Archaic Weapons Proficiency. Class Information Hit Die Shadow Hunters gain 1d8 hit points per level. The character's Constitution modifier applies. Action Points Shadow Hunters gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Shadow Hunter's class skills are as follows: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (arcane lore, current events, popular cultures, streetwise) (Int), Listen (Wis), Profession (Wis), Read/ Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis). Skill Points at Each Level 4 + Int modifier. Class Features

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +1 +1 Target bonus +1 +1 +0 2nd +1 +2 +2 +2 Swift track +2 +0 3rd +2 +2 +2 +2 Bonus feat +2 +0 4th +3 +2 +2 +2 No trace, target bonus +2 +3 +0 5th +3 +3 +3 +3 Play a hunch +4 +1 6th +4 +3 +3 +3 Bonus feat +4 +1 7th +5 +4 +4 +4 Target bonus +3 +5 +1 8th +6 +4 +4 +4 Detect magical aura +6 +2 9th +6 +4 +4 +4 Bonus feat +6 +2

10th +7 +5 +5 +5 Locate target +7 +5

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The following features pertain to the Shadow Hunter advanced class. Target Bonus The Shadow Hunter, as a full-round action, may designate an individual as a target. He spends one action point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Shadow Hunter does not need to know the target personally and may know her only through her actions or description. The Shadow Hunter may not select a target while he or the target is in combat, and once he chooses a target he must wait 24 hours before choosing another. The Shadow Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 4th, and +3 at 7th level. Swift Track At 2nd level, the Shadow Hunter may move at normal speed while using Track without taking the -5 penalty. Bonus Feats At 3rd, 6th, and 9th levels, the Shadow Hunter gets a bonus feat. The bonus feat must be selected from the following list, and the Shadow Hunter must meet all of the prerequisites for the feat to select it. Armor Proficiency (archaic, light, medium), Brawl, Improved Brawl, Improved Feint, Improved Grapple, Improved Knockout Punch, Knockout Punch, Streetfighting. No Trace At 4th level, the Shadow Hunter knows how to hide his own tracks, and may, at his choice, move into "No Trace" mode. All attempts to use the Track feat against the Shadow Hunter (though not allies) treat the ground as "firm" for purposes of success. In addition, the DC of any attempts to use Computer Use, Gather Information, Investigate, and Research on matters involving the Shadow Hunter are increased by the Shadow Hunter's levels in this advanced class. Play a Hunch At 5th level, the Shadow Hunter gains the supernatural ability to make a guess and be assured that it is correct. The Shadow Hunter may, as a full-round action, spend an action point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays an action point. Secretly rolls percentile dice; there is a 70% +1% per character level chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not). If the roll is a success, the player knows if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions. An "unknown" response is for questions with no immediate answer. It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the action point is not spent (though the attempt still counts as a full-round action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption would require additional work. Detect Magical Aura At 8th level, the Shadow Hunter gains the spell-like ability to detect magical aura. The Shadow Hunter may use this effect up to three times per day, and each use lasts for 20 minutes. Locate Target At 10th level, the Shadow Hunter gains the supernatural ability to know where his target is, if in the target is in the general vicinity (1,000 feet of the Shadow Hunter). This ability applies only to the target, and does not reveal attitude, status, or the presence of others around the target. This is a supernatural ability,

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and spells, psionics, and other FX that interfere with supernatural abilities will foil the locate target ability as well.

Shadowjack 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 Shadowjack, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Craft (electronic) 6 ranks, and Disable Device 6 ranks. Class Information Hit Die Shadowjacks gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points Shadowjacks gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Shadowjack's class skills are as follows: Computer Use (Int), Craft (electronic, mechanical, writing) (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (arcane lore, current events, history, popular culture, technology) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Search (Int). Skill Points at Each Level 7 + Int modifier. Class Features

The following features pertain to the Shadowjack advanced class. Read/Write Code Beginning at 1st level, the Shadowjack can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. On a successful Decipher Script check (DC 10 + Computer Use skill modifier of the code’s author), the Shadowjack can determine both the function of the program and any bugs or potential weak points in the design. If weak points are found, the Shadowjack gains a +2 insight bonus on Computer Use checks attempting to degrade the program. Online Presence Beginning at 2nd level, when attempting to use a Charisma-abased skill such a Bluff, Intimidate, Diplomacy, or Gather Information in an online situation, the Shadowjack adds any Shadowjack levels as a circumstance bonus. Bonus Feats

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Read/write code +1 +0 2nd +1 +0 +0 +3 Online presence +1 +0 3rd +1 +1 +1 +3 Bonus feat +2 +1 4th +2 +1 +1 +4 Shadowjack abilities +2 +1 5th +2 +1 +1 +4 Shadowjack abilities +3 +1 6th +3 +2 +2 +5 Bonus feat +3 +2 7th +3 +2 +2 +5 Shadowjack abilities +4 +2 8th +4 +2 +2 +6 Shadowjack abilities +4 +2 9th +4 +3 +3 +6 Bonus feat +5 +3

10th +5 +3 +3 +7 Virtual incantations +5 +3

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At 3rd, 6th, and 9th level, the Shadowjack gets a bonus feat. The bonus feat must be selected from the following list, and the Shadowjack must meet all of the prerequisites for the feat to select it. Alertness, Arcane Skills, Builder, Cautious, Educated, Gearhead, Lightning Reflexes, Low Profile, Meticulous, Renown, Studious, Windfall. Shadowjack Abilities Beginning at 4th level, the Shadowjack gains the following abilities: Electronic Empathy: The Shadowjack gains a +2 competence bonus when repairing or disabling electronic devices. This is in addition to any synergy bonuses for related skills. Careful Progress: When the Shadowjack attempts to defeat computer security, the administrator is alerted only if the Shadowjack fails his Computer Use check by 10 or more. At 5th level, the Shadowjack gains the following abilities: False Trail: When covering his electronically tracks through the internet, the Shadowjack can lay in a false trail. With a successful DC 25 Computer Use check, the Shadowjack imposes a ?5 penalty on any attempt to trace him (as described in the Defend Security function of the Computer Use skill). If the trace fails by 10 or more points, the tracker follows the Shadowjack’s false trail to an innocent internet address. If the trace fails by less than 10 points, the tracker realizes the trail is bogus and gives up. Install Backdoor: After successfully breaking into a specific computer system, the Shadowjack can install a ?backdoor? to the system. A backdoor is a piece of code that makes it easier for the Shadowjack to break into that particular system in the future. Writing and installing the program requires a Computer Use check (see chart below), but once successfully installed it automatically defeats that systems security upon return trips the Shadowjack no longer needs to make Computer Use checks to enter that system. It is important to keep backdoors hidden from the system administrator, who will always be on the lookout for such invasions. A backdoor automatically allows the Shadowjack entrance to a particular system, but every time he uses it he must make an opposed Computer Use check against the administrator. Failure means the backdoor is discovered and will be deleted before the next time the Shadowjack returns. At 7th level, the Shadowjack gains the following abilities: Online Spell Resistance: The Shadowjack becomes harder to hurt by spells and spell-like abilities sent through email and electronic devices, including the Techno Mage’s online spellcasting ability as well as magical items which use electronic components. The Shadowjack gains Spell Resistance equal to 10 + his Shadowjack levels. This is a supernatural ability. Improved Degradation: The Shadowjack’s attempts to alter and degrade existing programming get more insidious. The degradation is installed as normal (as described in the Degrade Programming function of the Computer Use skill). However, unless the Computer Use check to fix the degraded program exceeds the DC by 5, the degradation returns within 6 hours this happens automatically, the Shadowjack does not have to make a second check. At 8th level, the Shadowjack gains the following abilities: Passfirewall: When the Shadowjack attempts to defeat computer security, the administrator is alerted only if the Shadowjack rolls a 1 on his Computer Use check. Walking Database: The Shadowjack gains the supernatural ability to recall vast amounts of information gleaned while traveling through cyberspace. He may spend an action point and then substitute his Computer Use score instead of a Knowledge score for the purposes of one check. Virtual Incantations

Level of Security DC

Minimum 25 Average 30 Exceptional 40 Maximum 45

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At 10th level, the Shadowjack gains the spell-like ability to use a computer to cast incantations. This process reduces the number of secondary casters required by 10, and may allow the Shadowjack to shorten the casting time. If he is successful at a Computer Use check with a DC equal to the DC for the incantation’s skill check, the casting time is reduced to 1/10th of its original length. All other requirements for the incantation (components, saving throws, backlash, and so forth) remain the same.

Sky Lord (Aeromancer) Among the 15 major disciplines of magic Aeromancy is one of most important. The eldritch manipulation of gasses and airs can be used to grant flight, the change the weather and is obviously an important component in Terraforming (in as far as manipulating atmospheres is concerned) as performed by the ancient

elves. Aeromancy is considered one of the four elemental disciplines - the others being pyromancy (linked to the element of fire), geomancy (linked to the element of earth) and ecomancy (linked to the element of water). Naturally it was one of the first disciplines to be studied by Men, with its study reaching as far back as the early days of Aesir in Sol System. Aeromancers go by many titles and there are various Schools of Aeromantic thought - manipulating the weather has tremendous environmental impacts so it is not a path treaded lightly. Among the Neodems

Aeromancers are called 'Weather Men'. In the United Republic those who have focused their study of eldritch powers in Aeromancy are called Sky Lords or sometimes Storm Lords as well. Within Coalition they are called Wind Wizards. The elves, in ancient times, named practiced Aeromancers the Manw-Den (translated: followers of Manw) who was the spirit of Wind in the ancient Elvish pantheon. Manw? has had a resurgence of popularity among Neomystics and Master Mystics of Manw? are unsurprisingly exclusively Aeromancers. This advanced class, though called the Sky Lord, represents all of these possible titles and positions for Aeromancers. The shortest path into this advanced class is from the Fast hero basic class, though other paths are possible. Requirements To qualify to become a Sky Lord, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Knowledge (Earth & Life Sciences) 3 ranks, Move Silently 6 ranks, Tumble 6 ranks. Feat: Wild Talent, Athletic Class Information Hit Die 1d10 Action Points 6 + one-half character level, rounded down, every time the Sky Lord attains a new level in this class. Class Skills

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The Sky Lord's class skills (and the key ability for each skill) are: Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (current events, streetwise, earth & life sciences) (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 Sky Lord advanced class. Concentration Manipulating the weather often requires many Concentration checks. Using an ability that requires Concentration always provokes an attack of opportunity. The Sky Lord can never have two abilities active at the same time that both require Concentration - even if using Heroic Surge or some other similar ability to concentrate on one while dedicating a full round action to start up another. Anytime the Sky Lord uses an effect that requires Concentration all other Concentration based spell-like abilities end. Ghost Sound Starting at 1st level the Sky Lord can produce a spell-like ghost sound effect at will. Ghost sound allows the Sky Lord to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. The Sky Lord chooses what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on the Sky Lord's level. The Sky Lord can produce as much noise as two normal humans per Sky Lord level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of mutant rats running and squeaking is about the same volume as ten humans running and shouting. A roaring dragon is equal to the noise from twenty humans. Ghost sound cannot be used in vacuum or underwater - the aeromancer need air to propagate these sound waves. Obscuring Mist At 2nd level the Sky Lord can summon an obscuring mist. This is a spell-like class ability which, like many of the Sky Lord's abilities, is based on concentration. The Sky Lord makes a DC 10 Concentration check to summon Obscuring Mist around him. This is a full-round action. Each round thereafter the Sky Lord can maintain this cloud of Mist by passing a full round action and passing a DC 10 Concentration check, or by passing standard action and passing a DC 15 Concentration check or finally by passing a move-equivalent action and passing a DC 20 Concentration check. Attacking the Sky Lord might disrupt his concentration. Any time the Sky Lord is hit she makes a Concentration check DC equal to the damage dealt. If the Sky Lord ever fails a Concentration check the

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +1 +2 Ghost Sound +0 +1 2nd +1 +0 +2 +3 Obscuring Mist +1 +1 3rd +1 +1 +2 +3 Bonus feat +1 +2 4th +2 +1 +3 +4 Storm Clouds +2 +2 5th +2 +1 +3 +4 Wind Wall +3 +3 6th +3 +2 +4 +5 Bonus feat +3 +3 7th +3 +2 +4 +5 Flight +4 +4 8th +4 +2 +5 +6 Banshee Shout +5 +4 9th +4 +3 +5 +6 Bonus feat +5 +5

10th +5 +3 +6 +7 Summon Twister +6 +5

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vapor instantly dissipates and the Obscuring Mist effect ends. Aside from these restriction Obscuring Mist can be used at will and called upon at any time. Obscuring mist cannot be used in vacuum or underwater - the aeromancer need air around him to summon the mist. The mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds and a strong wind (21+ mph) disperses the fog in 1 round regardless of concentration checks. Bonus Feats At 3rd, 6th, and 9th level, the Sky Lord 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, Advanced Firearms Proficiency, Athletic, Attentive, Cautious, Defensive Martial Arts, Dodge, Elusive Target, Meticulous, Mobility, Nimble, Personal Firearms Proficiency, Renown, Run, Stealthy. Storm Clouds At 4th level the Sky Lord can call lightning down from dark storm clouds. This is a spell-like class ability which, like many of the Sky Lord's abilities, is based on concentration. The Sky Lord makes a DC 10 Concentration check to summon Lightning Clouds above him. This is an action that takes 3 rounds to complete. Each round thereafter the Sky Lord can maintain these Storm Clouds above by passing a full round action and passing a DC 10 Concentration check, or by passing standard action and passing a DC 15 Concentration check or finally by passing a move-equivalent action and passing a DC 20 Concentration check. If the Sky Lord uses a move-equivalent action to maintain concentration on the Storm Cloud he cannot call lightning (see below) in the same round. Attacking the Sky Lord might disrupt his concentration. Any time the Sky Lord is hit she makes a Concentration check DC equal to the damage dealt. If the Sky Lord ever fails a Concentration check the Storm Clouds instantly dissipate and the spell-like ability comes to an end. Aside from these restriction Storm Clouds can be used at will and called upon at any time. Storm Clouds cannot be used in vacuum, underwater or indoors. They only work outside where there is an atmosphere to manipulate. Space stations where there is considerable vertical height (like halo-worlds) count as having an atmosphere for this purpose. Immediately upon completion of the spell, and once per round thereafter, the Sky Lord may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage as a standard action or a full round action (this occurs successfully only if they maintain concentration on the spell - see above). The bolt of lightning flashes down in a vertical stroke at whatever target point the Sky Lord chooses within the 100 feet (measured from her position at the time). Any creature in the target square or in the path of the bolt is affected. If you are outdoors and in a stormy area-a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a Summon Twister ability from another Sky Lord) each bolt deals 3d10 points of electricity damage instead of 3d6. Wind Wall At 5th level the Sky Lord can summon a wall of wind. This is a spell-like class ability which, like many of the Sky Lord's abilities, is based on concentration. The Sky Lord makes a DC 10 Concentration check to summon Wind Wall around him. This is a full-round action. Each round thereafter the Sky Lord can maintain this Wind Wall by passing a full round action and passing a DC 10 Concentration check, or by passing standard action and passing a DC 15 Concentration check or finally by passing a move-equivalent action and passing a DC 20 Concentration check. Attacking the Sky Lord might disrupt his concentration. Any time the Sky Lord is hit she makes a Concentration check DC equal to the

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damage dealt. If the Sky Lord ever fails a Concentration check the Wind Wall instantly dissipates and this spell-like ability ends. In addition to these restrictions Wind Wall can only be used 3 times per day. If a Sky Lord has exhausted all uses of Wind Wall she can gain additional uses through the expenditure of an action point. Wind Wall cannot be used in vacuum or underwater - the aeromancer need air around him to summon the wall. An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Bullets are deflected upward and miss, while energy based ranged firearms passing through the wall have a 30% miss chance. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. Flight At 7th level the Sky Lord gains such mastery over the air molecules around him that he gains a Fly Speed 60ft with average maneuverability. The flight does not work in vacuum as there are no air molecules to use around the Sky Lord. Banshee Shout Starting at 8th level the Sky Lord can deliver a powerful sonic attack by propagating massive sound waves across his chosen medium of air. 2 times per day (additional times cost an Action Point) the Sky Lord can emit an ear-splitting yell that deafens and damages creatures in its path - this affects all creatures in a 60ft line drawn from the Sky Lord. Any creature within the area is stunned for 1 round, deafened for 1d6 rounds and takes Xd6 points of sonic damage where X is the characters current level of Sky Lord (so 8d6, 9d6 or 10d6). A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature take twice this damage per caster level. An affected creature is allowed a Fortitude save (DC 10 plus half the Sky Lord's level plus his Constitution modifier) to reduce the damage by half and a creature holding fragile objects can negate damage to them with a successful Reflex save (same DC as for Fort save). Summon Twister At 10th level the Sky Lord can summon a cyclone, tornado, hurricane or whirlwind. This is a spell-like class ability which, like many of the Sky Lord's abilities, is based on concentration. The Sky Lord makes a DC 10 Concentration check to summon a twister. This is a full-round action. Each round thereafter the Sky Lord can maintain this twister by passing a full round action and passing a DC 10 Concentration check, or by passing standard action and passing a DC 15 Concentration check or finally by passing a move-equivalent action and passing a DC 20 Concentration check. Attacking the Sky Lord might disrupt his concentration. Any time the Sky Lord is hit she makes a Concentration check DC equal to the damage dealt. If the Sky Lord ever fails a Concentration check the twister instantly dissipates and the spell like ability ends. This spell, which can be used once per day (additional times cost an Action Point) creates a powerful twister of raging wind up to 60ft away that moves through the air, along the ground, or over water at a speed of 60 feet per round. The Sky Lord can direct its direction so long as he maintains concentration (see above). The twister itself is a 20ft radius circle. Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save (DC 10 plus half the Sky Lord's level plus his Constitution modifier) or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the twister and held suspended in its powerful winds, taking

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1d8 points of damage each round on your turn with no save allowed. The Sky Lord may direct the twister to eject any carried creatures whenever you wish, depositing the hapless souls wherever the twister happens to be when they are released.

Soldier 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 Hit Die 1d10 Action Points 6 + one-half character level, rounded down, every time the character attains a new level in this class. Class Skills The Soldier'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), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level 4 + 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. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen weapon. The soldier adds +1 to all attack rolls made using the selected weapon. Weapon Specialization At 2nd level, a Soldier gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The soldier gets 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

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +1 +1 +0 Weapon Focus +1 +0 2nd +1 +2 +2 +0 Weapon Specialization +1 +0 3rd +2 +2 +2 +1 Bonus Feat +2 +0 4th +3 +2 +2 +1 Tactical aid +2 +0 5th +3 +3 +3 +1 Improved Critical +3 +1 6th +4 +3 +3 +2 Bonus Feat +3 +1 7th +5 +4 +4 +2 Improved reaction +4 +1 8th +6 +4 +4 +2 Greater Weapon Specialization +4 +1 9th +6 +4 +4 +3 Bonus feat +5 +2

10th +7 +5 +5 +3 Critical strike +5 +2

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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. Tactical Aid 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 use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half of the Soldier's level in the advanced class, rounded down. Improved Critical For the weapon the Soldier has applied weapon specialization to the Soldier's threat range increases by one. 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 or she 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 or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

Space Monkey 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 Space Monkey, a character must fulfill the following criteria. Starting Occupation: Astronaut Trainee Skills: Craft (mechanical or structural) 6 ranks, Survival 6 ranks Tough Hero Talent: Any one talent from the Unbreakable Talent Tree Class Information Hit Die The Space Monkey gains 1d10 hit points per level. The character’s Constitution modifier applies. Action Points The Space Monkey 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 Space Monkey’s class skills are as follows: Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Craft (mechanical, structural) (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Escape Artist (Dex), Jump (Str), Knowledge (earth and life sciences, technology) (Int), Navigate (Int), Pilot (Dex), Repair (Int), Search (Int), Survival (Wis), Treat Injury (Wis), Tumble (Dex) Skill Points at Each Level 4+ Int modifier Class Features

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The following class features pertain to the Space Monkey advanced class. Hibernation Trance A Space Monkey can enter a deep trance that allows him to gain the full benefits of sleep or bed rest in half the usual time. Monkey’s Wrench Space Monkeys use tools expertly and creatively. Starting at 2nd level, a Space Monkey gains a competence bonus equal to one-half his Space Monkey class level on skill checks made when using a tool kit. This bonus stacks with the tool kit’s normal equipment bonus. Bonus Feats At 3rd, 6th, and 9th level, the Space Monkey gets a bonus feat. The bonus feat must be selected from the following list, and the Space Monkey must meet all the prerequisites of the feat to select it. Acrobatic, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Archaic Weapon Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Armor Proficiency (powered), Athletic, Blind-Fight, Brawl, Builder, Combat Reflexes, Force Stop, Gearhead, Improved Brawl, Improved Bull Rush, Improved Feint, Improved Knockout Punch, Jack of All Trades, Knockout Punch, Power Attack, Run, Spacer*, Streetfighting, Toughness, Vehicle Dodge, Vehicle Expert, Weapon Focus, Zero-G Training. Monkeys Unite Space Monkeys fight better together. Starting at 4th level, a Space Monkey gains a +1 morale bonus on attack rolls when fighting adjacent to another Space Monkey. Furthermore, a Space Monkey gains a +1 morale bonus on attack rolls against an opponent flanked by another Space Monkey; this bonus is in addition to the usual +2 bonus for flanking. Know Location At 5th level, a Space Monkey gains a +2 competence bonus on Navigate and Survival checks to avoid becoming lost. This bonus increases to +4 at 8th level. Monkey Shines Upon reaching 7th level, a Space Monkey has learned sneaky tactics. He can use the Bluff technique of feinting in combat as a move action, allowing him to feint and attack in the same round. If the Space Monkey also has the Improved Feint feat, he gains a +4 bonus (instead of the feat’s usual +2 bonus) on Bluff checks made to feint in combat. Space Suitable At 8th level, a Space Monkey becomes more comfortable in armor. He treats any suit of armor as though its armor penalty and maximum Dexterity bonus were 1 better. Monkey Shot

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +1 +0 Hibernation trance +1 +0 2nd +1 +3 +2 +0 Monkey’s wrench +1 +0 3rd +2 +3 +2 +1 Bonus feat +2 +0 4th +3 +4 +2 +1 Monkeys unite +2 +0 5th +3 +4 +3 +1 Know location (+2) +3 +1 6th +4 +5 +3 +2 Bonus feat +3 +1 7th +5 +5 +4 +2 Monkey shines +4 +1 8th +6 +6 +4 +2 Know location (+4), space suitable +4 +1 9th +6 +6 +4 +3 Bonus feat +5 +2

10th +7 +7 +5 +3 Monkey shot +5 +2

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By spending an action point at the end of his turn, a 10th-level Space Monkey gains an extra attack at his full attack bonus. (Remember that a character can spend only one action point per round.)

Speed Demon 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 Speed Demon, a character must fulfill the following criteria. Skills: Drive 6 ranks. Feats: Vehicle Expert. Other: Base Reflex save +2. Class Information Hit Die Speed Demons gain 1d8 hit points per level. The character’s Constitution modifier applies. Action Points Speed Demons gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Speed Demon’s class skills are as follows: Balance (Dex), Concentration (Con), Craft (electronic, mechanical) (Int), Disable Device (Dex), Drive (Dex), Knowledge (current events, popular culture, technology) (Int), Listen (Wis), Profession (Wis), Navigate (Int), Pilot (Dex), Read/Write Language (none), Repair (Int), Speak Language (none), Tumble (Dex). Skill Points at Each Level 5 + Int modifier. Class Features

The following features pertain to the Speed Demon advanced class. Uncanny Dodge X The Speed Demon gains the ability of Uncanny Dodge, or increases the potency of this ability if she already has it. If the Speed Demon does not have Uncanny Dodge 1 (usually gained as a Fast hero), she gains Uncanny Dodge 1: She retains her Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (She still loses her Dexterity bonus to Defense if she’s immobilized.) If the Speed Demon already has Uncanny Dodge 1, she gains Uncanny Dodge 2: She can no longer be flanked; she can react to opponents on opposite sides of herself as easily as she can react to a single attacker.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +2 +0 Uncanny dodge X +1 +0 2nd +1 +0 +3 +0 Hit the weak spot +1 +0 3rd +2 +1 +3 +1 Bonus feat, vehicle empathy +2 +1 4th +3 +1 +4 +1 Need for speed +2 +1 5th +3 +1 +4 +1 Nursing the turns +3 +1 6th +4 +2 +5 +2 Bonus feat, commandeer +3 +2 7th +5 +2 +5 +2 Lead foot +4 +2 8th +6 +2 +6 +2 Redlining the needle +4 +2 9th +6 +3 +6 +3 Bonus feat, restore vehicle +5 +3

10th +7 +3 +7 +3 One with the machine +5 +3

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If the Speed Demon already has Uncanny Dodge 2, then she gains no further benefit from this ability. Hit the Weak Spot At 2nd level, the Speed Demon knows enough about vehicles to know the best way to damage and disable them. Whether using a weapon or another vehicle, the Speed Demon ignores the first 5 points of hardness when attacking a vehicle. Bonus Feats At 3rd, 6th, and 9th level, the Speed Demon gets a bonus feat. The bonus feat must be selected from the following list, and the Speed Demon must meet all of the prerequisites for the feat to select it. Brawl, Builder, Dodge, Drive-By Attack, Force Stop, Gearhead, Improved Brawl, Renown, Streetfighting, Vehicle Dodge, Vehicle Specialization. Vehicle Empathy At 3rd level, the Speed Demon gains the supernatural ability to use Disable Device with a vehicle with which she has the Vehicle Specialization feat. This is a free action, but she must be touching the vehicle in question in order for the ability to function. This may include popping the locks without tools, starting the engine without keys, or cracking the engine block by touching the hood. Need For Speed At 4th level, the Speed Demon can improve the top speed of a ground or water vehicle that she controls. The vehicle’s top speed is increased by 25%. Nursing the Turns At 5th level, the Speed Demon can get better performance out of a vehicle, reducing some of its penalties. The Speed Demon may spend an action point to negate the Maneuver penalty of a vehicle or Initiative penalty of a vehicle she controls until the beginning of the Speed Demon’s next turn. Commandeer At 6th Level, the Speed Demon gains the supernatural ability to control a vehicle even if she is not behind the wheel or otherwise in immediate control of the vehicle. The Speed Demon makes all Drive checks for the vehicle as long as she is in control. The Speed Demon must be in contact with the vehicle, and loses control of it if she no longer maintains contact. The vehicle must be a vehicle with which the Speed Demon has the Vehicle Specialization feat. The Speed Demon must make a Drive check for commandeering a vehicle. The DC is 10 for an otherwise uncontrolled vehicle or one in which the controller allows the Speed Demon to assume control. If the controller of the vehicle resists the Speed Demon’s attempts, the DC is 10 + the controller’s Drive skill. Lead foot At 7th level, the Speed Demon gains a +2 competence bonus on initiative checks when controlling a vehicle. Redlining the Needle At 8th level, the Speed Demon treats Check/Roll Modifiers for All-Out and Highway Speeds as Street Speeds (reduced to ?1 as opposed to ?2 and ?4, respectively). Restore Vehicle At 9th level, the Speed Demon gains the supernatural ability to, as a move action or part of a move action, restore a vehicle to working condition. The Speed Demon spends an action point and restores up to 10 points of damage to a vehicle she is in contact with. The restoration is magical in nature, and may be performed while the vehicle is in motion. The Speed Demon may restore damaged portions of the vehicle, such as tires, in the same manner. One with the Vehicle At 10th level, the Speed Demon develops supernatural reflexes behind the wheel, effectively reacting as if vehicle and body were one. When the Speed Demon is in control of a vehicle, she can add her Defense bonus to that of the

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vehicle. The Defense bonus applies to all parts of the vehicle, including windshields, tires, and passengers.

Steel Monk Requirements To qualify to become a Steel Monk, a character must fulfill the following criteria. Base Attack Bonus: +2. Skills: Knowledge (Theology & Philosophy), Tumble 6 ranks. Feat: Personal Firearms Proficiency, Weapon Focus (any firearm), Two-weapon Fighting Class Information Hit Die 1d8 Action Points 6 + one-half character level, rounded down, every time the Steel Monk attains a new level in this class. Class Skills The Steel Monk's class skills (and the key ability for each skill) are: Climb (Str), Diplomacy (Cha), Drive (Dex), Escape Artist (Dex), Gamble (Wis), Hide (Dex), Knowledge (current events, streetwise, theology & philosophy) (Int), Jump (Str), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex). Skill Points at Each Level 5 + Int modifier. Class Features

The following features pertain to the Steel Monk advanced class. Close Combat Shot At 1st level, a Steel Monk 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. Defense Bonus When unarmored and unencumbered, the Steel Monk adds her Wisdom bonus (if any) to her AC. These bonuses to AC apply even against touch attacks or when the Steel Monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. Bonus Feats At 3rd, 6th, and 9th level, the Steel Monk gets a bonus feat. The bonus feat must be selected from the following list, and the Steel Monk must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Advanced

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +1 +1 Close combat shot +0 +1 2nd +1 +0 +2 +2 Defense Bonus +1 +0 3rd +2 +1 +2 +2 Bonus feat +2 +1 4th +3 +1 +2 +2 Diamond Body, Slow Fall +2 +1 5th +3 +1 +3 +3 Lightning shot +3 +1 6th +4 +2 +3 +3 Bonus feat +3 +2 7th +5 +2 +4 +4 Greater w focus +4 +2 8th +6 +2 +4 +4 Guns Akimbo +4 +2 9th +6 +3 +4 +4 Bonus feat +5 +3

10th +7 +3 +5 +5 Abundant Step +5 +3

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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. Diamond Body Starting at 4th level, the Steel Monk gains total immunity to any mundane poisons or diseases. She is still affected as normal by magical or psionic disease or poison effects. Slow Fall Starting at 4th level, the Steel Monk within arm's reach of a wall can use it to slow her descent. She can use a nearby wall to slow her descent and fall any distance without harm. Lightning Shot Starting at 5th level, a Steel Monk can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Steel Monk may make one extra ranged attack with a personal firearm in a round at her highest base attack bonus. This attack and each other attack made in the round take a -2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity. Greater Weapon Focus At 7th level, a Steel Monk receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability to apply for the class. This bonus stacks with the earlier bonus. Guns Akimbo At 8th level, a Steel Monk ignores penalties for two-weapon fighting with a light weapon in the off-hand. Penalties for two-weapon fighting with a medium weapon in each hand is reduced from -4 to -2. Abundant Step At 10th level or higher, a Steel Monk can slip magically between spaces, as if using the spell dimension door, once per day. She counts as a 10th level caster for the purposes of the spells effects. The Steel Monk may gain additional uses per day by expending an Action Point.

The Street Warrior 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 Street Warrior, a character must fulfill the following criteria. Base Attack Bonus: +3 Skills: Knowledge (streetwise) 6 ranks. Feats: Streetfighting, Brawl. Other: Before or upon taking the Street Warrior advanced class, the Street Warrior must have an allegiance to some urban area or group. This could include a particular neighborhood or organization that would be suitable for an urban-oriented character. Class Information Hit Die Street Warriors gain 1d10 hit points per level. The character’s Constitution modifier applies. Action Points Street Warriors gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Street Warrior’s class skills are as follows: Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Drive (Dex), Gamble (Wis), Gather Information (Cha), Hide

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(Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (popular culture, streetwise, tactics) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis) Skill Points at Each Level 5 + Int modifier. Class Features

The following features pertain to the Street Warrior advanced class. Urban Survival At 1st level, the Street Warrior gains a +4 competence bonus on Survival checks in urban areas, which includes the ability to follow tracks, hunt feral animals, find (or lose) individuals in urban maze, find safe places to crash, and avoid hazards peculiar to a city environment. Improvised Weapons At 2nd level, the Street Warrior becomes an expert at using improvised weapons. The Street Warrior does not take a ?4 penalty on attack rolls when wielding an improvised weapon. Bonus Feats At 3rd, 6th, and 9th level, the Street Warrior gets a bonus feat. The bonus feat must be selected from the following list, and the Street Warrior must meet all of the prerequisites for the feat to select it. Advanced Firearms Proficiency, Armor Proficiency (Light), Combat Throw, Defensive Martial Arts, Elusive Target, Knockout Punch, Improved Brawl, Improved Combat Throw, Improved Feint, Improved Knockout Punch, Personal Firearms Proficiency, Weapon Focus, Unbalance Opponent. Street Cred At 4th level, the Street Warrior adds his Reputation bonus to Charisma skill checks in his home location, or in situations involving others of his chosen allegiance(s). These skills include Bluff, Diplomacy, Gather Information, and Intimidate. Improved Streetfighting The extra damage provided by the Streetfighting feat increases to 1d4+2. Weapon Specialization At 7th level, the Street Warrior gains weapon specialization with a specific melee weapon (including unarmed strike). The weapon must be one in which the Street Warrior has a Weapon Focus feat. He gets a +2 bonus on all damage rolls with the chosen weapon. Should the Street Warrior not have a Weapon Focus, he does not get this ability until such a time that he gains Weapon Focus. Improvised Weapon Damage At 8th level, the Street Warrior’s attacks with improvised weapons deal more damage. He treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals. Advanced Streetfighting

Level BAB Fort Ref Will Special D.B. Rep 1st +1 +2 +0 +0 Urban survival +1 +1 2nd +2 +3 +0 +0 Improvised weapons +1 +1 3rd +3 +3 +1 +1 Bonus feat +2 +1 4th +4 +4 +1 +1 Street cred +2 +2 5th +5 +4 +1 +1 Improved streetfighting +3 +2 6th +6 +5 +2 +2 Bonus feat +3 +2 7th +7 +5 +2 +2 Weapon specialization +4 +3 8th +8 +6 +2 +2 Improvised weapon damage +4 +3 9th +9 +6 +3 +3 Bonus feat +5 +3

10th +10 +7 +3 +3 Advanced streetfighting +5 +4

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The extra damage provided by the Streetfighting feat increases to 1d4+4.

Swindler 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 Swindler, a character must fulfill the following criteria. Skills: Bluff 6 ranks, Disguise 4 ranks, Gamble 6 ranks. Charismatic Hero Talents: Any two of the following talents: Charm, Coordinate, Fast-Talk. Class Information Hit Die The Swindler gains 1d6 hit points per level. The character's Constitution modifier applies. Action Points The Swindler gains a number of action points equal to 7 + one-half his character level, rounded down, every time he attains a new level in this class. (The Swindler's ability to manipulate probability entitles him to a higher number of action points per class level than other advanced classes.) Class Skills The Swindler's class skills are as follows: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Knowledge (behavioral sciences, business, civics, current events, history, popular culture, streetwise, theology and philosophy) (Int), Perform (act) (Cha), Read/Write Language (none), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex). Skill Points at Each Level 6 + Int modifier Class Features

The following class features pertain to the Swindler advanced class. Cheat Fate Fortune favors the Swindler. Once per day, he may reroll one roll that he has just made before the success or failure of the result is announced. The Swindler must take the result of the reroll, even if it's worse than the original roll. Thousand Faces A Swindler's ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises. At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes). Bonus Feats

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +1 +2 Cheat fate +0 +0 2nd +1 +0 +2 +3 Thousand faces +1 +0 3rd +2 +1 +2 +3 Bonus feat +1 +1 4th +3 +1 +2 +4 Fortune's favor (+2) +1 +1 5th +3 +1 +3 +4 Warp probability (30 ft.) +2 +1 6th +4 +2 +3 +5 Bonus feat +2 +2 7th +5 +2 +4 +5 Fortune's favor (+4) +2 +2 8th +6 +2 +4 +6 Warp probability (60 ft.) +3 +2 9th +6 +3 +4 +6 Bonus feat +3 +3

10th +7 +3 +5 +7 Fortune's favor (+6) +3 +3

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At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it. Action Boost, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy. Fortune's Favor Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler's next turn. A Swindler uses this ability instead of Dodge on his turn. The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level. Warp Probability At 5th level, the Swindler can affect another creature's attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature's turn, the Swindler can spend an action point to alter the target's d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he's spending the action point before the result of the target's roll is revealed. The Swindler's action-point die result counts either as a bonus or penalty to the target's roll, at the Swindler's discretion. At 8th level, the range of this ability increases to 60 feet.

The Technomancer Technomancy, or the eldritch art of manipulating technology and advanced science, came about by a council of eldritch sorcerers on the Coalition Star Station of Istra. Technomancers are part computer scientist and part spell caster. Their abilities reflect both their natural aptitude for logic as well as their supernatural ability to manipulate it. The fastest way to the Technomancer Advanced Class is through the Smart Hero basic class as the character must have some basic resistance to heat. A character with equipment that grants

protection to fire may also qualify at the GM's discretion. Requirements To qualify to become a Technomancer, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Craft (electronics) 6 ranks, Knowledge (arcane lore) 6 ranks, Repair 6 ranks. Class Information Hit Die 1d6

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Action Points 6 + one-half character level, rounded down, every time the Technomancer attains a new level in this class. Class Skills The Technomancer's class skills are as follows: Computer Use (Int), Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (arcane lore, art, current events, history, popular culture, streetwise, technology) (Int), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), Spellcraft (Int). Skill Points at Each Level 7 + Int modifier. Class Features

The following features pertain to the Technomancer advanced class. Techno-Powers As a character progresses in the Technomancer class she gains a number of spell-like abilities called Techno-powers. When a class ability is a Techno power it will be marked as such parenthetically beside the class ability name. A Technomancer may manifest a number of Techno powers per day equal to his current Technomancer level plus his Intelligence modifier. The Technomancer may manifest additional techno powers by spending an Action Point to do so. Read Code (Techno power) Beginning at 1st level, the Technomancer can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. When manifested the Technomancer can determine both the function of the program and any bugs or potential weak points in the design - even if the code is written by an alien species or in such a manner that the Technomancer has not encountered before. Degauss (Techno power) The Technomancer gains this eldritch power at 2nd level. By touching a single device that contains electronic files, such as a computer, external hard drive, CD-ROM, or magnetic disk, you erase all files on that device. The device is rendered empty of data. Online Presence (Techno power) This is a techno power that once cast, lasts for the duration of the entire day. Beginning at 2nd level, when attempting to use a Charisma-based skill such a Bluff, Intimidate, Diplomacy, or Gather Information in an online situation, the Technomancer adds any Technomancer levels as a circumstance bonus. Bonus Feats At 3rd, 6th, and 9th levels, the Technomancer gets a bonus feat. The bonus feat must be selected from the following list, and the Technomancer must meet all of the prerequisites for the feat to select it. Armor Proficiency (light), Alertness,

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +0 +0 +2 Techno-Powers, Read Code +0 +0 2nd +1 +0 +0 +3 Degauss, Online Presence +0 +0 3rd +1 +1 +1 +3 Bonus feat +1 +1 4th +2 +1 +1 +4 Haywire, Machine Empathy +1 +1 5th +2 +1 +1 +4 Relay Text, Data read +2 +1 6th +3 +2 +2 +5 Bonus feat +3 +2 7th +3 +2 +2 +5 Electrical Discharge +3 +2 8th +4 +2 +2 +6 Remote Control +3 +3 9th +4 +3 +3 +6 Bonus Feat +4 +4

10th +5 +3 +3 +7 Summon Spacecraft +4 +4

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Arcane Skills, Builder, Cautious, Educated, Gearhead, Lightning Reflexes, Low Profile, Meticulous, Renown, Studious, Windfall. Machine Empathy At 4th level, the Technomancer is so comfortable with technology that she gains a +2 competence bonus with any electronic or mechanical device. This bonus applies to all Computer Use checks made (as they are made with a computer). Haywire (Techno power) This eldritch curse lasts for 1 minute per Technomancer level plus 1 minute Intelligence modifier of the Technomancer. The haywire curse causes a single device to behave randomly and erratically, defying any attempts to bring it under control. Cash registers display random prices and open their money drawers repeatedly. Escalators surge forward, then reverse themselves. Automatic teller machines flash random patrons' account balances on the screen as they spew forth receipts (not money, though). It's impossible to describe the exact effects of haywire on every modern device. In general, a machine subject to haywire functions as if someone were pressing random buttons or otherwise manipulating it randomly. Turning off a device subject to a haywire curse doesn't work, because the curse disables the "off" switch. Cutting off the power supply (by unplugging it, for example) disables the device 1d4 rounds later, ending the curse. Relay Text (Techno power) The technomancer can cause a text message of up to 100 words to appear on the screen of an electronic device capable of receiving such messages, such as a cell phone, pager, PDA, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains visible until read by its intended target (declared upon casting), then disappears, leaving no electronic record of its appearance. The target of the message can also be a virtual target, such as a VRMail account, an email account, or a public wall on a VRNode. Data Read (Techno power) The technomancer can run her fingers over any machine-readable data source (a barcode, a computer disk, a CD, magnetic tape, or any similar record) to understand the content of the data. She experiences the data as it would normally be experienced through an appropriate machine. For example, if reading a music CD, she hears the music in her head. If reading a word processor file, she visualizes and read an image of the page. If reading a barcode, she sees the serial number, pricing information, or other bar-coded data. The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell. Electrical Discharge (Techno power) Electrical discharge can be used in two possible ways. First it can be used to power up a machine that does not have a power source. The machine is powered for a full day by the vital electricity that is pumped through it by the spell. Second it can be used as an offensive electrical attack - a lightning bolt. Such an attack is dealt across a 30ft line and deals 10d6 points of electrical damage to any creature unfortunate enough to be caught in the way. A reflex save DC 10 + 1/2 technomancer's level + technomancer's Int mod can reduce the damage by half. Remote Control (Techno power) Remote Control is a techno power that lasts for 1 minute per Technomancer level plus 1 minute per Intelligence modifier of the Technomancer. The Technomancer gains immediate control of one medium-sized machine per level, or two small-sized machines per level, or one large-sized machines per two

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levels. These machines can be robots (which are allowed a Will save to resist - DC 10 + 1/2 technomancer's level + technomancer's Int mod) or they can be vehicles, automated gun turrets, security systems, security cameras or even mundane devices like coffee machines. While controlling these machines the machines must act according the Technomancer's will on their own turns to the limits of their own capacity (for instance: a coffee machine can be made to make coffee with varying quantities of milk and sugar, but not attack). The Technomancer can control these devices remotely at a range of up to 100 feet. Summon Spacecraft (Techno power) This is a techno power that once cast, lasts for 2 hours per Technomancer level plus 2 hours per point of Intelligence modifier. Recall that the standard Elysian day is 26, not 24 hours. This spell summons a weaponless EliteCrafts "Traveller Courier" (or equivalent) spaceship. See the EC (Elite Crafts) manufacturer or the Starships of the United Republic subsection for details on the spacecraft.

Thrasher The fastest path into this advanced class is from the Tough hero basic class, though other paths are possible. Requirements To qualify to become an Thrasher, a character must fulfill the following criteria. Base Attack Bonus: +2 Skills: Concentration 6 ranks, Survival 6 ranks. Feats: Athletic or Endurance. Class Information Hit Die: Thrashers gain 1d12 hit points per level. The character’s Constitution modifier applies. Action Points: Thrashers gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills: The Thrasher’s class skills are as follows: Balance (Dex), Climb (Str), Concentration (Con), Drive (Dex), Profession (Wis), Read/Write Languages (none), Ride (Dex), Speak Language (none), Spot (Wis), Swim (Str), Survival (Wis), Tumble (Dex). Skill Points at Each Level: 3 + Int modifier. Class Features

The following features pertain to the Thrasher advanced class.

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +1 +0 Tough Defense +1 +0 2nd +1 +3 +2 +0 Ability surge 1/day +1 +0 3rd +2 +3 +2 +1 Bonus feat +2 +0 4th +3 +4 +2 +1 Uncanny dodge X +2 +0 5th +3 +4 +3 +1 Ability surge 2/day +3 +1 6th +4 +5 +3 +2 Bonus feat +3 +1 7th +5 +5 +3 +2 Damage reduction 5/+1 +4 +1 8th +6 +6 +4 +2 Ability surge 3/day +4 +1 9th +6 +6 +4 +3 Bonus feat +5 +2

10th +7 +7 +5 +3 Damage reduction 10/+1 +5 +2

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Tough Defense: Using his constitution instead of his dexterity, the Thrasher applies his Constitution bonus to his Defense instead of his Dexterity bonus. Any situation that would deny the Thrasher his Dexterity bonus to Defense denies the Constitution bonus. Ability Surge: At 2nd, 5th, and 8th level, the Thrasher can temporarily increase his Strength and Dexterity, but at a penalty to saving throws. The Thrasher gains a +4 morale bonus to both Strength and Dexterity, but takes a ?2 penalty on all saving throws. Activating ability surge is a free action, and the surge lasts for as many rounds as the character has Thrasher levels. Following an ability surge, the Thrasher is fatigued (?2 to Strength and Dexterity) for as many rounds as he surged, but may negate this penalty as a free action by spending an action point. The Thrasher may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level. Bonus Feats: At 3rd, 6th, and 9th level, the Thrasher gets a bonus feat. The bonus feat must be selected from the following list, and the Thrasher must meet all of the prerequisites for the feat to select it. Alertness, Blind-Fight, Brawl, Cleave, Combat Expertise, Combat Reflexes, Far Shot, Focused, Great Cleave, Improved Brawl, Improved Knockout Punch, Improved Trip, Knockout Punch, Power Attack. Uncanny Dodge X: The Thrasher gains the ability of Uncanny Dodge, or increases the potency of this ability if he already has it. If the Thrasher does not have Uncanny Dodge 1 (usually gained as a Fast hero), he gains Uncanny Dodge 1: He retains his Dexterity bonus to Defense (if any) regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he’s immobilized.) If the Thrasher already has Uncanny Dodge 1, he gains Uncanny Dodge 2: He can no longer be flanked; he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. If the Thrasher already has Uncanny Dodge 2, then he gains no further benefit from this ability. Damage Reduction: Starting at 7th level, the Thrasher gains the ability to use the ambient magic around him to shrug off some amount of injury from each attack. The Thrasher gains damage reduction 5/+1. Subtract 5 from the damage the Thrasher takes each time he is dealt damage from a physical attack usually weapons or natural attacks but not energy attacks (magical or nonmagical in origin, spells, spell-like abilities, or supernatural abilities). Ignore damage reduction if the damage is from a magic weapon or attack of +1 bonus or higher. Damage reduction can reduce damage to 0, but not below 0. Damage reduction does not stack with itself unless otherwise stated if the Thrasher gains other forms of damage reduction, apply the best damage reduction for the situation. Damage reduction from the Thrasher class may stack with the Tough hero damage reduction tree; in this case add the benefit of those damage reductions for attacks from melee and ranged weapons. At 10th level, this damage reduction increases to 10/+1.

Tracer 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 Tracer, a character must fulfill the following criteria. Base Attack Bonus; +2 Skills: Investigate 6 ranks, Knowledge (behavioral sciences or streetwise) 6 ranks, Survival 6 ranks. Feats: Track Class Information

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Hit Die The Tracer gains 1d8 hit points per level. The character’s Constitution modifier applies. Action Points The Tracer 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 Tracer’s class skills are as follows: Climb (Str), Computer Use (Int), Disable Device (Int), Disguise (Cha), Drive (Dex), Gather Information (Cha), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (behavioral sciences, civics, streetwise, tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Research (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level 4 + Int modifier Class Features

The following class features pertain to the Tracer advanced class. Target Species At 1st level, a Tracer selects a species or specific kind of creature his target species. The Tracer must have previously encountered at least one member of the target species to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. As a free action, a Tracer may spend an action point to change his target species. Urban Tracking At 1st level, a Tracer gains the bonus feat Urban Tracking. Swift Strike At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used. The extra damage increases to +2d6 at 5th level and +3d6 at 8th level. Bonus Feats At 3rd, 6th, and 9th level, the Tracer gets a bonus feat. The bonus feat must be selected from the following list, and the Tracer must meet all the prerequisites of the feat to select it. Advanced Combat Martial Arts, Advanced Firearms Proficiency, Aircraft Operation (spacecraft), Alertness, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Athletic, Combat Throw, Dead Aim, Double Tap, Elusive Target, Far Shot, Improved Combat Martial Arts, Improved Combat Throw, Improved Initiative, Low Profile, Nerve Pinch,

Level BAB Fort Ref Will Special D.B. Rep 1st +1 +0 +2 +0 Target species, Urban Tracking +1 +0 2nd +2 +0 +3 +0 Swift strike +1d6 +2 +1 3rd +3 +1 +3 +1 Bonus feat +2 +1 4th +4 +1 +4 +1 Uncanny stealth (full speed) +2 +1 5th +5 +1 +4 +1 Swift strike +2d6 +3 +2 6th +6 +2 +5 +2 Bonus feat +3 +2 7th +7 +2 +5 +2 Uncanny stealth (charge/run) +4 +2 8th +8 +2 +6 +2 Swift strike +3d6 +4 +3 9th +9 +3 +6 +3 Bonus feat +4 +3

10th +10 +3 +7 +3 Swift tracking +5 +3

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Precise Shot, Shot on the Run, Skip Shot, Spacer, Stealthy, Trustworthy, Unbalance Opponent. Uncanny Stealth Tracers learn to move quickly yet quietly. At 4th level, a Tracer no longer suffers the ?5 penalty on Hide and Move Silently checks while moving at full speed. At 7th level, a Tracer suffers only a ?10 penalty on Hide and Move Silently checks while running or charging (instead of the normal ?20 penalty). Swift Tracking At 10th level, the Tracer can move a full speed without penalty when using the Survival skill to track. He can move at twice normal speed while tracking, but takes a ?10 penalty on the check when doing so.

War Shifter War Shifters are generally strong warriors who are particularly well attuned to the eldritch ley line of transmutation - not unlike the Quicksilver Alchemist. There are a number of differences between these two transmutational paths however. Whereas the Alchemists are commonly found among members of the Elvish race the War Shifters are most commonly Duruki. War Shifters feel a strong connection with the natural world (particularly with the beasts and birds native to the Elysium Nebula) whereas the Alchemist transmutes non-living things and feels closer kinship with earth and stone. The War Shifter alters his body to give him a tactical edge in combat and in other situations. During the Duruki Kruthik Wars entire squadrons of War Shifters would be employed to hold the line against the invading aliens. The fastest path into this advanced class is from the Strong hero basic class, though other paths are possible, in particular Fast or Tough heroes whom are both quite physical. Requirements To qualify to become a War Shifter, a character must fulfill the following criteria. Base Attack Bonus: +3. Skills: Handle Animal 6 ranks, Swim 6 ranks. Feat: Brawl, Wild Talent Class Information Hit Die 1d10 Action Points 6 + one-half character level, rounded down, every time the War Shifter attains a new level in this class. Class Skills The War Shifter's class skills are as follows: Climb (Str), Craft (mechanical, structural, visual art) (Int), Handle Animal (Cha), Jump (Str), Knowledge (art, history, theology and philosophy), Profession (Wis), Research (Int), Ride (Dex), and Swim (Str). Skill Points at Each Level 3 + Int modifier. Class Features

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The following features pertain to the War Shifter advanced class. Alternate Forms As a character gains levels of War Shifter she accrues a number of alternate forms which she can assume to grant her additional combat or situational effectiveness. All of these abilities are eldritch or supernatural abilities and they cannot be used by characters that are considered 'blunt' or unpsychic. A War Shifter has limited use of its alternate forms. She gets a number of uses of her Alternate Forms equal to 1 plus her Wisdom modifier (minimum 1) per day. She can gain additional uses of alternate forms by expending an Action Point to do so. With the exception of Talon of the Beast (which has an unlimited duration) the Alternate Forms last for a number of rounds equal to 3 + the character's Constitution modifier. Talon of the Beast At 1st level, the War Shifter can swap his forearm for a massive talon of hardened bone. Manifesting this Talon of the Beast counts as a use of an Alternate Form. This piercing weapon deals 1d10 points of melee damage (20/x2 critical). Only one forearm at a time can be converted into a Beast Talon - and when it is in Talon mode it is completely useless as a non-fighting appendage. It cannot be used to perform any tasks that require manipulating an object with fingers (it can only stab things). Switching to and from the Talon is a free action. Once activated the arm can be kept in Talon mode for as long as the character wants to leave it that way (there is no time limit) though in normal society a big talon forearm will stand out.

Bear Form Bear form is the basic attack form of the War Shifter and is available by 2nd level. A character in medium or heavier armor cannot assume bear form. A character in Bear Form gets a +4 Strength modifier and deals 1d8 points of damage with her unarmed attacks. She additionally gets a natural armor bonus equal to her current level of War Shifter. Bonus Feats At 3rd, 6th, and 9th levels, the War Shifter gets a bonus feat. The bonus feat must be selected from the following list, and the War Shifter must meet all of the prerequisites for the feat

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +0 +1 Alternate Forms, Talon of the Beast +1 +0 2nd +1 +3 +0 +2 Bear Form +1 +0 3rd +2 +3 +1 +2 Bonus feat +2 +1 4th +3 +4 +1 +2 Cat Form +2 +1 5th +3 +4 +1 +3 Snake Form +3 +2 6th +4 +5 +2 +3 Bonus feat +3 +2 7th +5 +5 +2 +4 Dolphin Form +4 +3 8th +6 +6 +2 +4 Rhino Form +4 +3 9th +6 +6 +3 +4 Bonus feat +5 +4

10th +7 +7 +3 +5 Angel Form +5 +4

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to select it. Advanced Two-Weapon Fighting, Blind-Fight, Combat Expertise, Cleave, Combat Reflexes, Dead Aim, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Sunder, Two-Weapon Fighting, Weapon Focus. Cat Form Starting at 4th level, the War Shifter can assume the form of an extremely stealthy humanoid cat. Her skin develops fine black hair (like a black panther) and she becomes extremely hard to detect in shadows and she becomes extremely silent. A character in medium or heavier armor cannot assume cat form. Cat Form grants a +2 bonus on Hide and Move Silently checks for each level of War Shaper the character has (maximum +20 on each). The Hide bonus is halved in well-lit areas but doubled in dark conditions. Cat Form grants a +1 bonus on Climb and Jump checks for each level of War Shaper the character has (maximum +10 on each). Unarmed attacks in Cat Form deal 1d6 points of lethal damage. Snake Form Starting at 5th level the War Shifter can transform into a Snake allowing it to fit through very small areas. Additionally Snake Form grants the War Shifter a +10 bonus on Grapple checks and allows it a special constriction attack when it is grappling a target. Each round that a Snake Form War Shifter successfully grapples its target it automatically deals 2d6 plus Strength points of constriction damage. Aquatic Form At 7th level, a War Shifter can assume Aquatic Form. Aquatic form can be used to either optionally transform entirely into a dolphin-like water-breathing creature or to transform into a hybrid 'merfolk' type form with the lower half of a Dolphin and the upper half of a dolphin-skinned humanoid. The dolphin form grants a 60ft Swim speed and a +20 bonus on Swim checks. The merfolk form grants a 30ft Swim speed and a +10 bonus on Swim checks. In the either form the War Shifter develops gills (unlike a real dolphin) and can breathe comfortably underwater. Rhino Form Starting at 8th level, the War Shifter can assume the form of a charging rhinoceros. The Rhino Form is extremely resilient. Rhino form grants a +4 bonus to Constitution. Rhino Form additionally grants a natural armor bonus equal to the character's current level of War Shifter and Damage Reduction equal to half the War Shifter's level (rounding down). The Rhino form grants a powerful horn melee attack. In melee the horn deals 1d10 points of damage. The strength modifier on the horn is doubled when the War Shifter charges. Angel Form At 10th level or higher, a War Shifter can assume the form of an angelic humanoid creatures with a vast set of wings. In such a form she gains a 60ft fly speed with perfect maneuverability. Additionally she gains a DR 10/magic from her supernatural form and becomes immune to the effects of vacuum. Angel Form does not require that the War Shifter breathe so in Angel Form the War Shifter cannot suffer from inhaled poisons or from suffocation effects.

The Wildlord The fastest path into this advanced class is from a combination of Strong and Tough hero basic classes, though other paths are possible. Requirements To qualify to become a Wildlord, a character must fulfill the following criteria. Base Attack Bonus: +2 Skills: Handle Animal 6 ranks, Survival 6 ranks. Class Information

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Hit Die Wildlords gain 1d8 hit points per level. The character’s Constitution modifier applies. Action Points Wildlords gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class. Class Skills The Wildlord's class skills are as follows: Climb (Str), Concentration (Con), Drive (Dex), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (Behavioral sciences, earth and life sciences, physical sciences), Move Silently (Dex), Navigate (Int), Pilot (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis). Skill Points at Each Level 5 + Int modifier. Class Features

The following features pertain to the Wildlord advanced class. Animal Empathy At 1st level, the Wildlord gains the ability to use her Handle Animal skill to improve the attitude of an animal or magical beast. The interaction is treated as a Diplomacy skill check, with Handle Animal used instead of Diplomacy. The Wildlord needs to be within 30 feet of the creature to use this ability. Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.) The Wildlord may also seek to influence magical beasts (including those she has never encountered before) at a ?4 penalty. Animal empathy does not function on vermin. Track At 2nd level, the Wildlord gains Track as a bonus feat, if she does not already have it. Animal Companion At 2nd level, the Wildlord may spend an action point to transform an encountered animal into an animal companion. This requires a full-round action. The animal must already be friendly in attitude toward the Wildlord. This animal accompanies the Wildlord on her adventures as is appropriate to its species. The Wildlord may have a single animal companion at a time. Choose an animal from the following list: Ape, bear, big cat, boar, crocodile, deinonychus, dog (medium), donkey, eagle, elephant, herd animal (such as cow, camel, or bison), horse, lizard, monkey, octopus, porpoise, snake (constrictor, viper), squid, tiger, or wolf. The creature may be an animal of Shadow. The animal cannot have more Hit Dice than the Wildlord has character levels. The animal chosen remains an animal, but may gain additional abilities according to the level of the Wildlord (see Animal Companions, below). The player running a Wildlord should consider

Level BAB Fort Ref Will Special D.B. Rep 1st +0 +2 +0 +2 Animal empathy +1 +1 2nd +1 +3 +0 +3 Track, animal companion +1 +1 3rd +2 +3 +1 +3 Bonus feat, fast climb +2 +1 4th +3 +4 +1 +4 Resist venom, call companion +2 +2 5th +3 +4 +1 +4 Skill mastery +3 +2 6th +4 +5 +2 +5 Bonus feat +3 +2 7th +5 +5 +2 +5 Expert in your field +4 +3 8th +6 +6 +2 +6 Command/rebuke animals +4 +3 9th +6 +6 +3 +6 Bonus feat, transform companion +5 +3

10th +7 +7 +3 +7 Command/rebuke magical beasts +5 +4

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the fact that certain animals may create problems in urban areas. The Wildlord may release the animal back to the wild, regaining the action point initially spent in the process. The Wildlord does not regain the action point if the creatures dies. In either case, the Wildlord must wait at least 24 hours before attempting to gain another animal companion. Bonus Feats At 3rd, 6th, and 9th level, the Wildlord gets a bonus feat. The bonus feat must be selected from the following list, and the Wildlord must meet all of the prerequisites for the feat to select it. Animal Affinity, Athletic, Dodge, Endurance, Focused, Personal Firearms Proficiency, Renown, Stealthy. Fast Climb At 3rd level, the Wildlord becomes an expert at climbing. A successful Climb check allows her to move her full speed rather than at half speed when climbing. Resist Venom At 4th level, the Wildlord gains +4 resistance bonus on saving throws against natural poisons. Call Companion At 4th level, the Wildlord gains the supernatural ability to call her animal companion to her. The animal companion must be in the area (within a mile of the Wildlord’s location), and will arrive within 10d6 minutes. Situations which the Wildlord and animal companion are clearly separated the animal will express consternation and distress but will not be able to respond. Skill Mastery At 5th level, the Wildlord designates one skill from her Wildlord class skill list. When making a check with this skill, the Wildlord may take 10 even if stress and distractions would normally prevent her from doing so. She becomes so certain in the use of this skill that she can use it reliably even under adverse conditions. Expert in Your Field At 7th level, the Wildlord is considered to be a master of nature lore, animals, and plants. The Wildlord gains a circumstance bonus equal to her Reputation bonus when making skill checks that are directly involved with her knowledge of the natural world. Such skills would include applicable Knowledge skills, as well as such social skills as Intimidate and Bluff when animals are involved. Command/Rebuke Animals At 8th level, the Wildlord may spend an action point to turn, command, or rebuke animals. This functions in the same manner as the ability to turn undead for the Acolyte. Transform Companion At 9th level, the Wildlord gains the supernatural ability to transform her animal companion into a small, inert object, such as a charm, a totem, or a stuffed animal, that may be carried around. While in object form, the transformed companion has the properties of the item. The Wildlord may, as a move action or part of a move action, cast the object to the ground and cause it to immediately take its original form. The transformed creature is considered a magical beast as long as it remains the Wildlord’s companion. Command/Rebuke Magical Beasts At 10th level, the Wildlord may spend an action point to turn, command, or rebuke magical beasts. This functions in the same manner as the ability to turn, command, or rebuke undead for the Acolyte. Animal Companions As the Wildlord grows in power and ability, so too does the power of her animal companion.

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Class Level: The level of the Wildlord. Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is equal to a Wildlord whose level equals the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The animal companion doesn’t gain any extra skill points or feats for bonus HD. Natural Armor: The number listed here is an improvement to the animal companion’s natural armor rating. Str/Dex Adj: Add this figure to the animal companion’s Strength and Dexterity scores. Link (Ex): The Wildlord gains a +4 circumstance bonus on Animal Empathy and Handle Animal checks made regarding the animal companion. Evasion (Ex): If the animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex): The animal companion’s devotion to its master is so complete, it gains a +4 morale bonus on all Will saves against Enchantment spells and effects. Multiattack (Ex): The animal companion gains the Multiattack feat, if it has 3 or more natural attacks. If it does not have the requisite 3 or more natural attacks, the animal companion instead gains a second attack with its primary natural attack, albeit at a ?5 to the base attack bonus. Improved Evasion (Ex): If the animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Class Level

Bonus HD

Natural Armor

Str/Dex Adj. Special

2-3 +0 0 +0 Link, share spells

4-5 +2 2 +1 Evasion 6 +4 4 +2 Devotion 7 +6 6 +3 Multiattack 8 +8 8 +4 -

9 +10 10 +5 Improved evasion

10 +12 12 +6 -