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ABOUT

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Class Features

As a spacer, you gain the following class features.

Hit Points

Hit Dice: 1d10 per spacer level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spacer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Dexterity

Skills: Choose three from Pilot, Athletics, Insight, Investigation, Mechtech, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) exo-sleeve or (b) specter A-9 armor

• (a) two shredders or (b) two simple melee weapons

• (a) a scavenger’s pack or (b) an explorer’s pack

• A sniper rifle and 20 rounds

Opposition Exploits

Beginning at 1st level, you have significant experience exploiting many types of enemies. When you finish a long rest adjust your gear & preload your augments to handle certain types of opponents. Select either cyborgs, mutants, psychs, drones, androids, genos, xenos, isolates, daemons, or entities. Alternatively, you can select two types of human by culture (such as Venusian Miners and Solan Mercurials) as opponents. You have +2 on attack and damage rolls, on skill checks of 1 ability of your choice used to study, track, evade, compete with, and talk to your opponents, as well as on Intelligence checks to recall information about them. When you choose your opponent, you also download one language memeplex of your choice that is spoken by them, if they speak one at all. You choose one additional type of opponent, as well as an associated language, at 6th and 14th level. 

Sector Navigator

You have catalogued experience with many types of vehicles and environments and can boot up your mastery of them for traveling and surviving in any such regions. 

At the end of a long rest choose one type of transportation: bikes, racers, rovers, jets, assault vehicles, construction mechs, assault mechs, space transports, space freighters, starfighters, battlecruisers, or battlecarriers. You have advantage on attack rolls made using your prepared transport, as well as pilot, stealth, interface, mechtech, infotech, & investigation checks to use, repair, or identify your prepared transport. You can prepare 1 additional vehicle type at 6th and 10th level.

Also at the end of a long rest choose one type of prepared terrain: urban, vacuum, arctic, coast, wasteland, forest, grassland, mountain, swamp, or subterranean. When you make an Intelligence or Wisdom check related to your prepared terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your prepared terrain, you gain the following benefits:

• Difficult terrain doesn’t slow your group’s travel.

• Even when you are engaged in another activity while traveling, you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you scavenge, you find twice as much useful material as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You can prepare 1 additional terrain type at 6th and 10th level.

Tactical Specialization

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a tactical specialization option more than once, even if you later get to choose again.

Marksmanship

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

User Access

By the time you reach 2nd level, you have learned to use the nanites of the Trinet to run programs. See chapter 10 for the general rules of access and chapter 11 for the spacer program list.

Program Slots

The spacer table shows how many program slots you have to run your programs of 1st level and higher. To run one of these programs, you must expend a slot of the program’s level or higher. You regain all expended program slots when you finish a long rest. For example, if you know the 1st-level program shrapnel round and have a 1st-level and a 2nd-level program slot available, you can run shrapnel round using either slot.

Programs Known of 1st Level & Higher

You know two 1st-level programs of your choice from the spacer program list. The Programs Known column of the spacer table shows when you learn more spacer programs of your choice. Each of these programs must be of a level for which you have program slots. For instance, when you reach 5th level in this class, you can learn one new program of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the spacer programs you know and replace it with another program from the spacer program list, which also must be of a level for which you have program slots.

Access Ability

Intelligence is your access ability for your spacer programs, since your network credentials came from programming shipboard computers. You use your Intelligence whenever a program refers to your access ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spacer program you run and when making an attack roll with one. 

program save DC = 8 + your proficiency bonus + your Intelligence modifier

program attack modifier = your proficiency bonus + your Intelligence modifier

Spec Certifications

At 3rd level, you choose an archetype that you strive to emulate: Drone Commander, Derelict Delver, or Bounty Hunter all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Horizon Sweep

Beginning at 3rd level, you can use your action and expend one spacer program slots to perform a multispectral & chemical scan on the region around you. For 1 minute per level of the program slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your prepared terrain): cyborgs, mutants, psychs, drones, androids, genos, xenos, or isolates. If you’re on network also daemons & entities. You know what cardinal direction they are in & can estimate their numbers rounded by the dozen.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

EVA Certified

Starting at 8th level, moving in deadly terrain requires no risk checks. You can also pass through difficult terrain without being slowed and without taking damage from debris fields, or a similar hazard. In addition, you have advantage on saving throws against decompression.

Signal Dark

Starting at 10th level, you can spend 1 minute creating camouflage & obscuring transmissions for yourself or your vehicle. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as the side of a ship, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

White Noise

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you & your vehicle can’t be tracked by conventional sensors, unless you choose to leave a trail.

Multimodal HUD

At 18th level, you gain enhanced optical sensors that help you fight creatures you can’t see. You have full-spectrum vision. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any cloaked creature or vehicle within eyeline of you, provided that the creature isn’t hidden from you and you aren’t blinded. You have advantage on checks for recognizing holograms.

Exploit Specialist

At 20th level, you become an unparalleled assailant of your opponents. Once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make against one of your prepared enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.


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A Focus on Quality

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People-First Approach · Reliability You Can Count On · A Focus on Quality ·

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