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: Either linguist or exploit weakness.
The Xenophile gains 1d8
hit points per level. The character's Constitution modifier applies.
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.
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 (6 + Int modifier for nonhumans).
A Xenophile can make a Knowledge check to identify certain characteristics of a xenomorph, 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.
The type of Knowledge check depends on the xenomorph's creature type, as shown below:
Knowledge (arcane lore):
Fey, magical beasts.
Knowledge (earth and life sciences):
Aberrations, animals, dragons, elementals, giants, humanoids, monstrous humanoids, oozes, plants, vermin.
Knowledge (technology):
Constructs.
Knowledge (theology and philosophy):
Outsiders, undead.
A Xenophile studies the behaviors and weaknesses of particular xenomorphs and knows how to exploit them.
At 1st level, a Xenophile may select a type of creature (also called a "
xenotype") from among those given on
Table: Xenotypes. She must meet the special prerequisite to choose a
xenotype, as specified in the table. Due to her extensive study of the chosen type of foe and 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 members of the chosen
xenotype. Likewise, she gets a +2 bonus on
weapon damage rolls against such creatures.
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. A Xenophile who chooses humanoids as a
xenotype must also specify a particular species.
Table: Xenotypes
|
Selected Xenotype
|
Special Prerequisite
|
Aberration |
Knowledge (earth and life sciences) 12 ranks |
Animal |
None |
Construct |
Knowledge (technology) 9 ranks |
Dragon |
Knowledge (earth and life sciences) 9 ranks |
Elemental |
Knowledge (earth and life sciences) 9 ranks |
Fey |
Knowledge (arcane lore) 6 ranks |
Giant |
None |
Humanoid1 |
None |
Magical beast |
Knowledge (arcane lore) 9 ranks |
Monstrous humanoid |
Knowledge (earth and life sciences) 9 ranks |
Ooze |
Knowledge (earth and life sciences) 9 ranks |
Outsider |
Knowledge (theology and philosophy) 9 ranks |
Plant |
None |
Undead |
Knowledge (theology and philosophy) 6 ranks |
Vermin |
None |
1 Choose a specific humanoid species. |
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.
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.
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.