XENOPHILE

The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible.

 

Requirements

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

Skills: Knowledge (earth and life sciences) 6 ranks, Knowledge (technology) 6 ranks.

Smart Hero Talent: Xenos-Lore.

 

CLASS INFORMATION

The following information pertains to the Xenophile advanced class.

 

Hit Die

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

 

Action Points

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

 

Class Skills

The Xenophile’s class skills are as follows.

Bluff (Cha), Computer Use (Int), Craft (pharmaceutical) (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcane lore, behavioral sciences, earth and life sciences, history, technology, theology and philosophy) (Int), Read/Write Language (none), Research (Int), Sense Motive (Wis), Speak Language (none), Treat Injury (Wis).

 

Skill Points at Each Level: 7 + Int modifier.

 

Table: The Xenophile

Class Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Defense

Leadership

1st

+0

+1

+0

+2

Xenolore, xenotype (1st)

+0

+0

2nd

+1

+2

+0

+3

Xenoresistance +1

+1

+1

3rd

+2

+2

+1

+3

Bonus feat

+1

+1

4th

+3

+2

+1

+4

Xenotype (2nd)

+1

+1

5th

+3

+3

+1

+4

Xenodefense +1, xenoresistance +2

+2

+2

6th

+4

+3

+2

+5

Bonus feat

+2

+2

7th

+5

+4

+2

+5

Xenotype (3rd)

+2

+2

8th

+6

+4

+2

+6

Xenoresistance +3

+3

+3

9th

+6

+4

+3

+6

Bonus feat

+3

+3

10th

+7

+5

+3

+7

Xenodefense +2, xenotype (4th)

+3

+3

 

CLASS FEATURES

The following class features pertain to the Xenophile advanced class.

 

Xenolore

A Xenophile can make a Knowledge (xenos) check to identify certain characteristics of a xenomorph – even if he has never encountered such a xenos before, including any special attacks, special qualities, or vulnerabilities. In general, the DC of the Knowledge check equals 10 + the xenomorph’s Hit Dice. A successful check allows the Xenophile to unlock a single fact about the xenomorph. For every 5 points by which her check result exceeds the DC, the Xenophile learns another piece of useful information.

 

Xenotype

A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them. Due to her extensive study training in the proper techniques for combating or negotiating with such creatures, the Xenophile gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against the one of the following selected category of xenotypes. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

Xenogen (Eldar)

Craftworld Eldar, Harlequins, Dark Eldar, Exodites

Xenogen (Orkoid)

Freebooters, Feral Orks, Snotlings, Gretchin, Squigs

Xenogen (Tau)

Fire, Water, Air, Earth and Ethereal Caste

Xenogen (Tyranid)

Gaunts, Warriors, Xoanthroapes, Millisaurs, Genestealers

Xenogen (Rare)

Kroot, Korellian Dog Soldiers, Ambul

 

At 4th, 7th, and 10th level, the Xenophile may select an additional xenotype from those given on the table. In addition, at each such interval, the bonus against any one xenotype (including the one just selected, if desired) increases by 2.

 

Xenoresistance

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

 

Bonus Feats

At 3rd, 6th, and 9th level, the Xenophile gets a bonus feat. The bonus feat must be selected from the following list, and the Xenophile must meet all the prerequisites of the feat to select it.

Alien Weapons Proficiency, Combat Reflexes, Dodge, Educated, Medical Expert, Mobility, Studious, Surgery, Weapon Focus, Xenomedic.

 

Xenodefense

At 5th level, during her action, the Xenophile can designate an opponent and receive a +1 insight bonus to Defense against any subsequent attacks from that opponent. The opponent must belong to one of the Xenophile’s chosen xenotypes (see Xenotype, above).

The Xenophile can select a new opponent on any action. At 10th level, the insight bonus to Defense increases to +2.

 

SAMPLE XENOPHILES

Supposedly the only group in the Imperium with special permission to actively study Xenogens are a special Xeno-wing of the Adeptus Mechanicus. That said there are many others who make xenogens there object of study: private obsessors, rogue researchers, the ultramarine Tyranid seers and the xeno-archiver scribes of the Administratum.

 

 

 

Hosted by www.Geocities.ws

1