Forerunner

The Forerunner has found that they have an innate ability to wield the technology of the Ancient Endeavarians. While they don’t necessarily understand those who came before, they will use their natural skills and uncanny luck to wield the old technology.

Ability Score Increase:

  Level 1: +1 Perception +1 Intellect   Level 4: +1 Perception +1 Intellect +1 Foresight   Level 7: +2 Perception +2 Intellect +1 Foresight   Level 10: +1 Strength +3 Perception +3 Intellect +3 Foresight  

Class Level Abilities

Level 1

Active Abilities
Button-smashing Luck: Three times per day a Forerunner can choose to reroll a single die within a roll they make, however, the Forerunner must choose to reroll and the amount of dice to be rerolled before the outcome of the roll is known. If any dice are rerolled, the second result must be taken unless the reroll is relating to a check regarding technology, then Forerunner can instead choose which result to take.   Gambler's Dice: Once per day, the Forerunner can choose to roll an additional 2d100 when attempting an ability check, attack roll, dodge roll or skill check. Subtract the result of the first 1d100 to the roll and add the result of the second 1d100 from the roll. If an 100 is rolled on the first die, the attempt is considered a critical success. If on the second die, a 100 is rolled or the overall result of the attempt is above 100, it is considered a critical failure. If both are 100s, the results offset. Additionally if either die is a 100, restore one use of this ability. Button-smashing Luck cannot be used to reroll either of these dice.  
Conditional Abilities
Passive Abilities
Magical Apathy: Forerunners have a natural aptitude with technology. Any innate magical power is suppressed and is caused to atrophy. Forerunners have -10 Magic and lose 1 additional Magic every level of Forerunner they possess. This aversion to magic helps suppress outside magic as well and Forerunners gain Magic Resistance equal to points of Magic lost this way.   Personal Artifact: Choose one artifact from the Artifact Guide under Forerunner. This is an item you acquired and know how to use it and are proficient in it. You are NOT proficient in anything else on the list. DM discretion for more list choices. This special feature does not count if you take this through multiclassing. If the artifact requires PU to operate, start with 2 Solar Cells.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Technologically Minded: Forerunners seem to have a natural affinity for this technology. Gain a +12 Original Technology.  

Level 2

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 3

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 4

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 5

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 6

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 7

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 8

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 9

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.  

Level 10

Active Abilities
Conditional Abilities
Passive Abilities
Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.
Class Currency Modifier: 1

Forerunner Starting Artifacts