Character Classes (A Time For Heroes)

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Skirmisher

Skirmisher

Role: Striker
Power Source: Martial
Key Abilities: Strength, Dexterity, Wisdom

Armor Proficiencies: Fatigues (Sharpshooter); Fatigues, Light Armor (Tunnel Rat)
Weapon Proficiencies: Simple Melee, Simple Ranged; Military Ranged (Sharpshooter); Military Melee (Tunnel Rat)
Bonus to Defense: +1 Fortitude, +1 Reflex

Hit Points at 1st Level: 12+Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6+Constitution Modifier

Trained Skills: Shiphandling, Engineering, or Nature (your choice). From the class skills list below, choose four more trained skills at 1st level.

Class Skills: Acrobatics (Dex), Athletics (Str), Engineering (Wis), Endurance (Con), Heal (Wis), Nature (Wis), Perception (Wis), Stealth (Dex)

Class Features: Fighting Style, Call For Fire, Point Man

The Skirmisher is a reskinned Ranger from the Player’s Hand Book I. When creating one use the modified weapon and armored proficiencies located in the summary as well as the new skill selection.

Fighting Style

The sharpshooter build in the summary is the Archer fighting style, while the Tunnel Rat build is the Two Weapon fighting style. Beast Master rangers can choose either of the given sets of proficiencies.

Holding a two handed melee weapon counts as holding two melee weapons and thus meets the prerequisites for class powers that call for it.

Call For Fire

As per Hunters Quarry feature.

Point Man

As per Prime Shot class feature.










Commando

Commando

Role: Striker
Power Source: Martial
Key Abilities: Dexterity, Strength, Charisma

Armor Proficiencies: Combat Fatigues
Weapon Proficiencies: Simple Melee, Simple Ranged, One from Military Melee or Ranged
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 12+Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6+Constitution Modifier

Trained Skills: Shiphandling, Engineering, Stealth, or Thievery (your choice of two). From the class skills list below, choose four more trained skills at 1st level.

Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Engineering (Wis), Insight (Wis), Intimidate (Cha), Perception (Wis), Shiphandling (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Class Features: First Strike, Commando Tactics, Commando Weapon Talent, Sneak Attack

The Commando is a reskinned Rogue from the Player’s Hand Book I. When creating one use the modified weapon and armored proficiencies located in the summary as well as the new skill selection.

First Strike

As per First Strike class feature.

Commando Tactics

As per Rogue Tactics class feature.

Commando Weapon Talent

A commando gains a +1 to attack rolls with pistols and the damage dice for bladed weapons are one size higher.

Sneak Attack

Works as described in the Sneak Attack class feature except it can only be done with a bladed or silenced weapon.










Marshall

Marshall

Role: Leader
Power Source: Martial
Key Abilities: Strength, Intelligence, Charisma

Armor Proficiencies: Combat Fatigues, Light Armor, Heavy Armor
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee
Bonus to Defense: +1 Fortitude +1 Will

Hit Points at 1st Level: 12+Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7+Constitution Modifier

Trained Skills: From the class skills list below, choose four trained skills at 1st level.

Class Skills: Athletics (Str), Diplomacy (Cha), Engineering (Wis), Endurance (Con), Heal (Wis), History (Int), Intimidate (Cha), Shiphandling (Int)

Class Features: Combat Leader, Commanding Presence, Inspiring Word

The Marshall is a reskinned Warlord from the Player’s Hand Book I. When creating one use the modified weapon and armored proficiencies located in the summary as well as the new skill selection.

Commanding Presence

As per Commanding Presence class feature.

Combat Leader

As per Combat Leader class feature.

Inspiring Word

As per Inspiring Word class feature.















Shock Trooper

Shock Trooper

Role: Defender
Power Source: Martial
Key Abilities: Strength, Dexterity, Wisdom, Constitution

Armor Proficiencies: Combat Fatigues, Light Armor, Heavy Armor
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 15+Constitution Score
Hit Points per Level Gained: 6
Healing Surges per Day: 9+Constitution Modifier

Trained Skills: From the class skills list below, choose three trained skills at 1st level.

Class Skills: Athletics (Str), Endurance (Con), Engineering (Wis), Heal (Wis), Intimidate (Cha), Shiphandling (Int), Streetwise (Cha)

Class Features: Combat Challenge, Combat Superiority, Shock Trooper Weapon Talent.

The Shock Trooper is a reskinned Fighter from the Player’s Hand Book I. When creating one use the modified weapon and armored proficiencies located in the summary as well as the new skill selection.

Combat Challenge

As per Combat Challenge class feature.

Combat Superiority

As per Combat Superiority class feature.

Shock Trooper Weapon Talent

Battlerager Vigor and Tempest Technique are not available. Otherwise this functions as normal.