ARMY
- Bonus Feat: Army training grants you proficiency in all forms of artillery and heavy weaponry, both vehicle mounted and man-portable, therefore you receive the Weapon Proficiency (Heavy) for free.
- Bonus Trained Skill: Army training covers a wide variety of roles, and as such you choose an additional trained skill at 1st level. The skill must be chosen from your list of class skills.
- Professional Soldier: You are automatically trained in the Profession (Military) skill.
CALENGIL SHOTGUNNER
- RESTRICTION: Must be a Calengil
- Tune Shot-Weapon: As a move action, a Calengil can alter the choke on a shot-weapon in their possession. When altering the choke, the Shotgunner can apply the following changes:
- Change the weapon’s choke between Standard, Full, or Open as a move action instead of taking 1 minute of work.
- Alter the area of effect of the shotgun. It must still hit 4 squares, but they can be in any arrangement as long as all squares are directly adjacent (not diagonally).
- Rapid Reload: Calengil Shotgunners can reload Calengil shot-weapons one step faster. Standard actions become move actions, move actions become swift actions, swift actions become free actions. When reloading weapons with an internal magazine, this means that you can reload them as a swift action.
CEC TRAINING
- RESTRICTION: Must be Human [Combat Engineer Corpsman]
- Bonus Feat: CEC members automatically receive either Skill Focus (Nanite Control), NMS Training, or Nano-Augmentation as a bonus feat.
- Professional Soldier: You are automatically trained in the Profession (Military) skill.
COURIER
- Turn and Burn: Couriers know how to push the engines of their vehicles to the max. When piloting a craft, they add 1 square to its speed (starship scale).
- Nothing Stops the Mail: Couriers receive specialized training in protecting the vessels they pilot. While piloting a craft, they add 2 to its Reflex and Fortitude defenses (increasing its damage threshold by 2 as well).
INCONSPICUOUS
- One of the Multitude: You don’t stand out in any way from the majority of your kind, but consequently this lets you blend in and use this to your advantage. You gain a +2 untyped bonus on Deception, Persuasion, and Stealth checks when within 2 squares of at least two other members of your species, or species similar enough to you that you can pass yourself off as one of them or they you. If you are successfully disguised as another species, then you count your species as that species for the purposes of this training while disguised. In addition, you gain a +2 untyped bonus on attacks of opportunity made while flanking.
LORE-KEEPER
- RESTRICTION: Must be a Proximan.
- Chosen by the Family Spirit: You receive the Mage Talent [Contractor] feat as a bonus feat and are trained in the Magery skill. The spirit contracted to is an extremely ancient advanced spirit. As such you pick two spirit types and receive both Signs (which manifest at the same time), Influences, and Automatic Powers. When you choose a new Granted Power, you can choose from either pool of Granted Powers. When you receive your Ultimate Power, you receive both Ultimate Powers.
- Historian of the Family: You can make Knowledge [Galactic Lore] skill checks untrained, and have a +5 bonus to that skill for the purposes of your family’s history and any history relating to it.
MAGIC TRAINING
- RESTRICTION: Must have Magery as a trained skill.
- Bonus Feat: You receive the Magery Training or Skill Focus (Magery) as a bonus feat.
MARINES
- Professional Soldier: You are automatically trained in the Profession (Military) skill.
- Bonus Feat: Marines receive either a Weapon Proficiency, Skill Focus with a skill of their choice, or any of the [Team] feats (such as Medical team). Choosing a Team feat this way allows you to choose it for a Skill that you are not actually trained in.
- Choose One Of The Following
- Proximan Marine Training (RESTRICTION: Proximan Suzerainty Citizenship): You gain a +1 bonus on attack rolls while aboard a starship, including attacks made with starship weapons. This bonus stacks with the Starship Raider talent from the Spacer Talent Tree (Scoundrel base class). In addition, you gain Weapon Focus (Proximan Stone Sword) as a bonus feat.
- Terran Marine Training (RESTRICTION: Terran Alliance Citizenship): Terran Marines are automatically proficient with Marine Powered Armor and Terran Marine Commando Armor.
NAVY
- Professional Soldier: You are automatically trained in the Profession (Military) skill.
- Conditional Bonus Feat: Characters with Navy training receive Vehicular Combat as a bonus feat if they are trained in the Pilot skill. If they are not trained in the Pilot skill, or already have the Vehicular Combat feat, they instead receive Skill Focus in one trained skill of their choice.
- Bonus Feat: You receive a bonus feat of your choice from the following list (they must still meet prerequisites). For all intents and purposes, this bonus feat represents the character’s service division inside their Navy (with the exception of pilots, see Conditional Bonus Feat below): Cybernetic Surgery, Experienced Medic, Gunnery Specialist, Hold Together, Linguist, Martial Arts I, Quick Skill, Rapport, Recall, Skill Training, Surgical Expertise, Tech Specialist, Trench Warrior, Vehicular Surge, Weapon Proficiency (Heavy).
- Characters who receive Vehicular Combat as their Conditional Bonus Feat (or who already have it) may instead take Starship Tactics as their bonus feat.
- Characters who select Gunnery Specialist as their Bonus Feat may take Starship Tactics (but only for [gunner] maneuvers) as their Conditional Bonus Feat.
PSIONIC TRAINING
- RESTRICTION: Must have Psionics as a trained skill.
- Bonus Feat: You receive the Psionic Training feat or Skill Focus (Psionics) as a bonus feat.
SKILLFUL
- Bonus Trained Skills: Skillful characters are versatile and accomplished. A Skillful character chooses two additional trained skills at 1st level. These skills must be chosen from the character’s list of class skills.
WIREHEAD
- RESTRICTION: Only available to Humans (of any type)
- Neural Link: You receive Wirehead Neural Interface as a bonus feat, along with the appropriate gear for it (a Wirehead Neural Interface Helmet customized to you and an Interface Suit)
- Choose One Of The Following:
- Higgs Operator: Properly-trained Wireheads can improve the class of a Higgs Drive equipped on of a craft they operate by a factor of 1 (x5 -> x4 -> x3 -> x2 -> x1 -> x.75 -> x.5 -> x.25) (cannot decrease below x.25). This is not an actual change to the class of the Higgs Drive installed on the vessel, merely a performance boost that comes from expert control of the systems.
- Multitasker: If a Wirehead trades in both its standard and move actions for additional swift actions, they receive an additional swift action for a total of four swift actions in one round.
YOITSUNI INFILTRATOR
- RESTRICTION: Must be a Yoitsuni.
- Advanced Shapeshifter: A Yoitsuni Infiltrator gains the Advanced Shapeshift feat as a bonus feat, even if they do not meet the prerequisites. In addition, a Yoitsuni Infiltrator starts play knowing two extra forms for Mode 2 shapeshifting.
- Infiltrator: A Yoitsuni Infiltrator is automatically trained in the Deception skill. They treat all equipment as the most beneficial category in terms of proficiency (translation: alien gear is the same proficiency type for them as it is for the normal wielder).
- Languages: A Yoitsuni Infiltrator receives an appropriate extra language known for each of the two extra forms it starts play knowing.
YOITSUNI WANDERER
- RESTRICTION: Must be a Yoitsuni.
- Advanced Shapeshifter: A Yoitsuni Infiltrator gains the Advanced Shapeshift feat as a bonus feat, even if they do not meet the prerequisites. In addition, a Yoitsuni Infiltrator starts play knowing two extra forms for Mode 2 shapeshifting.
- Wanderer: A Yoitsuni Wanderer is automatically trained in the Knowledge [Culture] skill for a given species after they spend a Yoitsuni standard week around that culture (10 Earth days). A Yoitsuni can only study a single species at a time for this in regards to locations inhabited by multiple species. They treat all equipment as the most beneficial category in terms of proficiency (translation: alien gear is the same proficiency type for them as it is for the normal wielder).
- Languages: A Yoitsuni Infiltrator receives an appropriate extra language known for each of the two extra forms it starts play knowing, plus another two languages of its choice.
Epic Space Adventures Abound!