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Feb 25th, 2018
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  1. :::Exploits:::
  2. Each counts as +1 to an ability score, but you can only select one at any given Ability Score Upgrade.
  3.  
  4. Alluring::
  5. You add half your proficiency bonus (rounded up) to all Charisma checks that do not already benefit from your proficiency bonus.
  6.  
  7. Close Quarters Prowess::
  8. You gain proficiency with military melee weapons.
  9.  
  10. Curious::
  11. You add half your proficiency bonus (rounded up) to all Intelligence checks that do not already benefit from your proficiency bonus, provided you already possess proficiency with the Astro, Bio, Culture, Probe, or Repair skill.
  12.  
  13. Deadly::
  14. Your critical range for all attack rolls against creatures is improved by 1.
  15.  
  16. Defensive Expert::
  17. Your Defense is improved by 1.
  18.  
  19. Designated Driver::
  20. You gain proficiency with terrestrial vehicles and cruise weapons.
  21.  
  22. Faithful::
  23. When you make an ability check or attack roll which uses an ability score of 11 or lower, add 1 to the result.
  24.  
  25. Heavy Lifter::
  26. Your maximum Armor Point allowance improves by 1 and your maximum loadout improves by 3, allowing you to carry three additional medium items or one large item.
  27.  
  28. Highly Skilled::
  29. Select a skill with which you have proficiency; you double your proficiency bonus when making checks using that skill. You gain proficiency in another skill of your choice, after making this selection.
  30.  
  31. Infiltrator::
  32. You gain proficiency with two of the following: cracking tools, demolitions, or disguise kits.
  33.  
  34. Insidious::
  35. You add 2 to all damage rolls that will deal tox, chem, psy, or rattle damage.
  36.  
  37. Main Gunner::
  38. You add 1 to all damage rolls that will deal zap damage; for space weapons, add 1 additional die to the damage instead of 1. (This includes damage rolls that occur as each part of a critical attack.)
  39.  
  40. Master Chef::
  41. If you spend an hour preparing a meal for a group of people (expending 1 food per person, up to 10), each person who eats your prepared food gains a Safety Die which lasts until the end of the day (unlike most Safety Dice). You must have a mess kit or a well-stocked kitchen in order to produce this effect.
  42.  
  43. Merciful::
  44. When you reduce a creature to zero Hit Points, you may choose not to wound it (and the creature takes no Wound as a result). If you do so, the creature is automatically disabled (without an endurance throw) and you gain 1 Safety Die. (This feature does not work on creatures with “fortitude X”, unless they already possess X Wounds.)
  45.  
  46. Pistolero::
  47. You gain proficiency with military handguns.
  48.  
  49. Safety First::
  50. You add 2 to all Safety Dice roll results.
  51.  
  52. Shield Maven::
  53. You can harmonize 1 additional shield generator to yourself.
  54.  
  55. Starship Destroyer::
  56. Your attack rolls and critical ranges for all attacks against spacecraft are improved by 1.
  57.  
  58. Tech Support::
  59. You gain proficiency with Dr. Pocket and comm gear. If you already have proficiency with either of those, you also gain proficiency with cracking tools or demolitions.
  60.  
  61. Tough::
  62. You gain a number of maximum Hit Points equal to your job level. You gain an additional Hit Point each time you gain a level in your job.
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