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.