D20
Modern Heroic v1.0
Created
By:
Revisions By:
Chris Bryson
Disclaimer: We own nothing. The Buffy TV show, characters, and ideas are
all property of Mutant Enemy and Joss Whedon.
A D20 Open
Gaming License Product
What is D20
Modern Heroic?
Many have
expressed a dissatisfaction with the original D20
Modern game as published by WotC. The character classes are weak and
underpowered. The prestige classes are
what any other system would have presented as core classes. The argument is that D20 Modern is a game
where you play average people who get drawn into the hidden supernatural world
around them. As such, the power level is
toned down.
I created
this system to provide an option to those who want to play a more heroic modern
fantasy game. I have taken the prestige
classes of D20 Modern, mixed them with Talent Trees of the Core Classes and
have provided a new scale for the pre-existing game. Instead of starting off as teenagers in high
school, you can begin play as adults, professionals, and trained individuals
who seek to protect the world from the Darkness around it.
Originally,
this was designed to allow our local gaming group to portray characters and
events from Buffy the Vampire Slayer and Angel: the Series, as well as Forever
Knight and Highlander, using the D20 system.
As such, you will find several templates and classes based on these
shows, including three different vampire templates based off Buffy, Forever
Knight, and the Anita Blake books. This
is not intended as copyright infringement or any kind of canon material. Feel free to discard or alter them, or any other part of this document as you see
fit.
There are
many races in fantasy, but in a modern setting, the dominant, if not only one,
is humanity. Most, like vampires and
werewolves and the like are just variations on said theme. As such, most if not all players should be
human, or at least start off as such. If
the GM wishes to allows fantasy races from other settings,
that is his choice. As such,
humans have been separated out as a race selection, unlike the original D20
Modern, which included the human racial bonuses as a part of all classes.
Humans are
the indigenous inhabitants of Earth, and the baseline against which non-human
races are judged. Most humans, in fact,
assume they are the ONLY sentient race living on Earth. Of course, they are wrong, but they are by
far the most numerous. One thing does
separate the human race from the rest of the world: versatility and
individuality. While demons and other
races tend to be of like mind, body, and skill, depending on their tribe or
descent, humans have few boundaries to what they may be.
Personality:
Humans tend to lean to extremes, being friendly, open, and optimistic;
or they are brooding, bitter, and cynical.
All in all, though, Humans range across the entire emotional spectrum
from the blasé to the hyperactive.
Physical Description: They run the spectrum from pale white to deep
ebony for skin color to golden blond to bright red to raven-haired. Their eyes are even more colorful, with blue,
green, hazel, brown and in a few rare cases, other
colors.
Language: Pick one native language (English,
Spanish, German, French, Italian, Russian, Chinese, Japanese, the list is
endless)
-Medium-size. As Medium-size creatures, Humans have no
special bonuses or penalties due to their size.
-Human
base speed is 10 feet.
-4 extra
skill points at 1st level and 1 extra skill point at each additional
level, since Humans are versatile and capable.
(the 4 extra skill points at 1st
level are in addition to the ones gained, and are not to be multiplied in with
the rest).
-1 extra
Feat at 1st level
Demons and
things not of this world have been cross-breeding with humanity for eons. In fact, many of the demons that inhabit the
Earth today are not pure-blood demons but demon-human hybrids. With the GMs permission, a player may want to
play someone with a more interesting family tree. Many demon tribes have been covered in the
Buffy and Angel TV series, but they are too many to list and catalog during
this undertaking. However, I am
currently planning a book that will further describe the denizens of the
Buffy-verse.
In the meantime, you can use these simple
rules to make those who wish to play those with otherworldly ancestry. Simply pick 3 racial traits from the list
below. If the player wishes something
not on the list, consult with your GM and design its game effects with her.
Otherworldly
Ancestry Racial Traits (Pick Three)
-Dark
vision 30 ft
-One size
change either up or down (Large or Small); Otherwise, Medium-size creature,
with no penalties due to size.
-Magically
Gifted feat – has a knack for magic due to ancestry (see Feats section for
details).
-+2 to one
Ability Score (can be chosen up to 3 times, but must pick different Ability
Score each time)
-Alternate
Form – may shift between a purely demonic form and a purely human form,
allowing the character to pass un-noticed among either crowd.
The Slayer
is referred to as the Chosen One. One
girl, in all the world, Called to fight the forces of darkness Another Slayer can only be Chosen when the
original one dies.
Slayers are always young women, typically
15-17 years old when they receive the Calling.
They are found and trained by a Watcher, a person who belongs to a
secret society that monitors supernatural activity throughout the world (see
the Watcher Prestige Class for more information). The Slayer has greatly enhanced physical strength,
coordination and endurance. She also
possesses gifts that help her hunt down and destroy undead and infernal
creatures.
A Slayer tends to be of Good alignment when
called, but can become any alignment during the course of their
adventures. An evil Slayer is a person
to be feared, as she tends to abandon the quest to protect to humanity, and in
a very rare instance, even join with infernal forces.
“The
Slayer” is a template that can be added to any female Human of Good alignment
(initially; Evil Slayers are recommended only as NPC villains). A Slayer’s highest class is always Soldier or
Martial Artist, though she may otherwise multi-class freely. It uses all the Human’s base statistics
except as noted here.
Speed:
Slayers have a base speed of 40 feet.
AC: Natural Armor improves by +1
Special Attacks:
Staking: The Slayer has the benefits of the One Hit
Kill feat (see Feats section), specialized in Wooden Stake (1d4 damage,
19-20/x2 critical range).
Evil’s Foe: Any weapon in the Slayer’s hands is treated
as a Bane weapon versus evil outsiders and undead. Note, the weapon is
also treated as +1 for purposes of beating damage reduction.
Special Qualities:
Detect Undead: A Slayer can Detect Undead at a caster level
equal to her character level, at will.
Abilities: Str
+8, Dex, +6, Con +6, Int
+0, Wis +0, Cha +0.
Skills: Same as character class.
Feats:
Acrobatic; Archaic Weapons Prof; Atheletic;
Blind Fight; Combat Expertise; Combat Martial Arts; Combat Reflexes;
Dodge; Defensive Martial Arts;
Improved Damage Threshold; Iron Will (*); Power Attack; Run
Challenge Rating: +4
Alignment: Typically any Good.
*NOTE - Iron Will comes standard to
all Slayers to give them an advantage against normal undead foes. If you wish to select this again during
character creation, it will stack *once*, and only during character
creation. This indicates a particularly
strong-willed person just became a slayer.
More special Iron Will notations below in “Death and
Rebirth”.
When a
Slayer dies, nothing short of a True Resurrection ritual can return her to
life. Of course, modern medicine may be
able to revive a Slayer if she is reached in time, but such an event was
unheard of until recently. When a Slayer
dies, a new Slayer is Called. However if the Slayer is later resurrected or
resuscitated then, two Slayers would be active.
Note if the first Slayer dies again, another Slayer is not Called. Also, when
brought back from beyond the veil, a Slayer’s power is somehow increased. She gains an additional +2 to Strength,
Dexterity, Constitution and Will Saves.
NOTE: If you used the stacking
Iron Will option from above, the first death does *NOT* add another +2 to your
character’s Will Save. If the slayer
dies and returns twice… you should really
examine your campaign as a GM, but the second death will add another +2 Will.
Vampire
(Demon-bound)
Vampires
are the one of the last remnants from the days when the Old Ones walked the
Earth and called it home. They are
creatures of darkness that feed off the blood of the living. In fact, many Master Vampires seek to open
the way for the Old Ones to return, and bring Hell to Earth.
There are two breeds of vampire: master and
minion. Master Vampires are the rulers
of the vampiric communities and gangs.
Minion Vampires are lesser creatures, predators that follow the will of
the Masters. Masters are inherently more
powerful, dangerous and evil, but the Minions are more numerous and therefore the
most commonly encountered. There is a
third, much rarer type of vampire, the Ancient.
These have abilities that cannot be guessed
Creating a
Vampire
"Vampire"
is a template that can be added to any humanoid or monstrous humanoid creature
(referred to hereafter as the "base creature"). The creature's type
changes to "undead." It uses all the base creature's statistics and
special abilities except as noted here.
First decide if it is to be a Standard Vampire or Master Vampire.
Demon-Bound Vampire
Weaknesses:
Heart: A vampire's heart is vulnerable. A wooden
stake (or a silver weapon, depending on the campaign) thrust into its heart
destroys it instantly. To strike its
heart, an opponent must use a full-round action to aim for its heart with a
wooden (or silver) melee weapon. Making
a melee heart strike draws an attack of opportunity from the defender and from
all threatening foes. (The Slayer may
take a Feat after her character is 4th level to prevent this
attack.) The attacker then makes an attack
roll at -4. If the attack succeeds, the
vampire suffers normal damage and must make a Fortitude
save (DC 10 + damage dealt) or be destroyed instantly. The attack is not a critical hit, nor does
sneak attack damage apply. The attacker
may attempt an attack with a crossbow at a -2 additional penalty which stacks
with the aforementioned heart penalties.
(A weapon with a metal blade and wooden
shaft, such as a spear, can be used in this manner at a -4 penalty to hit
because of the extra force needed to push past the blade – this penalty stacks
with the penalties to hit the heart.)
Sunlight: Vampires cannot stand sunlight. Exposing
one to sunlight for two full rounds causes it to take damage equal to its
maximum hit points, killing it instantly.
Vampires can use extremely heavy cloth, painted windows on cars, and
several other real-world obstacles to go out during the day,
a Vampire suffers no penalties for not sleeping, ever.
Crosses: Vampires are repelled by crosses and other
holy symbols. If they come near one, the
vampire must make a will save, DC 25, or run in fear. If they touch one, they take 1D6 damage per
round until they let go. This damage
cuts directly through any damage resistance and serves as magical damage so
vampires cannot heal it as quickly.
Holy
Water: Vampires are burned by holy
water. Holy water, when it comes in
contact with their skin, does the equivalent of 1d6/cup of holy water Acid
damage until they can get it off or the acid neutralizes
(generally 3 rounds). This damage cuts
directly through any damage resistance and serves as magical damage so vampires
cannot heal it as quickly.
Standard Vampire
Hit
Dice (optional): 4D6
Speed:
Minions have a base speed of 40 feet.
Defense:
Natural Armor improves by +4
Special Attacks:
May keep all standard and special attacks of creature, PLUS:
Bite:
drains 1d4 temporary Constitution.
If victim’s Constitutions reaches 0, victim dies. To try and make a contested STR test to break
free, the victim must first make a Will Save (DC 15) to overcome the bliss of
the vampire’s “kiss.”
Special Qualities:
Damage Reduction: 5/+1 AND/OR Silver (Depending on
Campaign)
Create
Vampires: (same as Create Spawn as per the PHB)
Turn
Resistance: +4
Resistances:
Cold and Electrical Resistance of 10
Undead
Qualities: Immune to aging,
diseases, and normal poisons; Crit Hits do double
damage only
Salient
Abilities: May take one salient ability for ever 500 years of life (see below)
Slow Regeneration (Ex): Vampires
can slowly regenerate lost limbs over the course of several days, but cannot
reattach severed limbs.
Abilities: Str
+4, Dex +4, Cha +2
Skills: +6 racial bonus to Bluff,
Hide, Listen, Move Silently, Sense Motive, Spot.
Feats:
Alertness, Improved Initiative, Lightning Reflexes, Combat Reflexes,
Dodge.
Challenge Rating: +2
Alignment: usually Chaotic Evil.
Sample Standard Vampire:
Professional
3; Brawler 1
STR 18(+4); DEX 20(+5); INT 13(+2);
Wound Points: 20
Base Attack +3
Initiative +9
Defense 20 (or +10 using Dodge Rolls)
Melee Attack: +7; Ranged Attack: +8;
Skills: Bluff +9;
Climb +9; Drive
+10; Hide +16;
Intimidate +8; Knowledge Arcana +7;
Knowledge Demon Lore +7; Listen +8; Move Silently
+11; Search +7;
Sense Motive +6; Spot +12;
Tumble +10
Feats: Alertness, Improved Initiative, Great
Fortitude, Combat Reflexes, Dodge
Master Vampire
Hit Dice (Hit
Dice): 8D10
Speed:
Masters have a base speed of 50 feet.
AC: Natural Armor improves by +6
Special Attacks:
Bite:
drains 1d6 temporary Constitution.
If victim’s Constitutions reaches 0, victim dies. To try and make a contested STR test to break
free, the victim must first make a Will Save (DC 20) to overcome the bliss of
the vampire’s “kiss.”
Special Qualities:
Damage Reduction: 5/+1 AND/OR Silver (Depending on
Campaign)
Create
Vampires: (same as Create Spawn as per the PHB)
Turn
Resistance: +6
Resistances: Cold and Electrical Resistance of 20
Fast
Healing: Heals 5 points of damage
per round, unless it has been hit with a magical (or silver) weapon, which can
only heal 1pt/round
Undead
Qualities: Immune to aging,
diseases, and normal poisons;
Crit Hits do double damage only
Salient
Abilities: May take one salient ability for every
500 years of life (see below).
Slow Regeneration (Ex): Vampires
can slowly regenerate lost limbs over the course of several days, but cannot
reattach severed limbs.
Abilities: Str +6, Dex, +6, Int +0,
Skills: +8 racial bonus to Bluff,
Sense Motive, Hide, Listen, Move Silently, Spot.
Feats:
Alertness, Improved Initiative, Lightning Reflexes, Combat Reflexes,
Dodge.
Challenge Rating: +4
Alignment: usually Chaotic Evil
Ancient Vampire (At least 1,000 years)
Hit
Dice (Optional): 12D12 or more.
Speed:
Masters have a base speed of 60 feet.
AC: Natural Armor improves by +8
Special Attacks:
Bite:
drains 1d8 temporary Constitution.
If victim’s Constitutions reaches 0, victim dies. To try and make a contested STR test to break
free, the victim must first make a Will Save (DC 30) to overcome the bliss of
the vampire’s “kiss.”
Special
Qualities:
Damage Reduction: 5/+1
AND/OR Silver (depending on campaign)
Create
Vampires: (same as Create Spawn as per the PHB)
Turn
Resistance: +8
Resistances:
Cold and Electrical Resistance of 30
Fast
Healing: Heals 10 points of damage per round, unless it has been hit with a
magical (or silver) weapon, which can only heal 2pts/Round.
Undead
Qualities: Immune to aging, critical
hits, diseases, and normal poisons
Salient
Abilities: May take one salient ability for every
500 years of life (see below).
Slow Regeneration (Ex): Vampires
can slowly regenerate lost limbs over the course of several days, but cannot
reattach severed limbs.
Abilities: Str
+8, Dex, +6, Int +2, Wis +4, Cha -2.
Skills: +8 racial bonus to Bluff,
Sense Motive, Hide, Listen, Move Silently, Spot.
Feats:
Alertness, Improved Initiative, Lightning Reflexes, Combat Reflexes,
Dodge.
Challenge Rating: +6
Alignment: usually Chaotic Evil
Salient Abilities for
Demon-Bound Vampires
Over time,
vampires may gain abilities above and beyond the norm of their kind. Fortunately these few tend to be ancient, and
as such, very rare. For roughly every
500 years of life, a vampire gains a new power.
Options include but are not limited to:
Alternate
Form – the vampire
may choose to take an alternate form, such as wolf, bat or mist.
Detect
Life – some
vampires develop the ability to sense the living, as well as tell undead from
alive. A rarer use of this ability is to
tell if a vampire possesses a soul.
Domination
– the vampire
gains the supernatural ability to dominate minds, as the spell Dominate
Person. Treat the vampire’s caster level
equal to his character level.
Fast
Regeneration – the
vampire doubles his Fast Healing and Regeneration rates
Vampiric
Invulnerability –
this EXTREMLY rare power allows the truly ancient to become more resistant to
ONE traditional bane of the vampire: a)
stakes b) sunlight c) holy symbols. Once
chosen, this invulnerability may not be switched. A vampire can no longer be automatically killed
or damaged by one of these banes.
Instead the vampire must be beaten down, rendered helpless, and coup de gra’ed instead.
Vampire (Cursed)
There is another breed of vampire, much
rarer, and much better hidden. These
vampires, though none know it, come from an ancient curse placed upon a mortal ages ago.
They do not have a demonic visage and can pass for normal more readily
for human than their cousins. The two
species know of each other, and exist with a minimum of animosity. At the early age, the differences
between the two, aside from visage, is indistinguishable. The ratio of Cursed Vampires versus
Demon-bound is roughly 1 to 100, so few are ever encountered, and the Slayer
and the Watcher’s Council makes little distinguishment
between them. The Cursed vampire, when
it feeds, does alter its eye color and its canines do extend. When the Hunger has passed, its face returns
to normal.
A cursed vampire, as it ages, becomes more
potent, as its blood, body, and mind slowly become more powerful. For every 200 years of unlife,
a vampire gets special bonuses. When a
vampire is brought across, the individual bringing him across’s
age must be found (or rolled) on the effective age table (below). The new vampire’s effective potency is then listed
in a separate column. In addition to any
special abilities, etc, listed below, when creating your new vampire, find your
Effective Age on the Age Chart and add those bonuses to your character. If your character ages 100 years (or more)
during your campaign, reference the Age Chart and add the DIFFERENCE between
the previous entry and the new entry to your character sheet (as per normal
Level charts when multiclassing).
EFFECTIVE
AGE TABLE:
|
Die Roll |
Sire’s Age |
Childe’s
Effective Age |
|
1 |
New Vampire |
0 (New) |
|
2 |
300 |
0 (New) |
|
3 |
600 |
300 |
|
4 |
900 |
300 |
|
5 |
1200 |
600 |
|
6 |
1500 |
600 |
|
7 |
1800 |
900 |
|
8 |
2100 |
900 |
|
9 |
2400 |
1200 |
|
10 |
ROLL a D10, find that
Sire’s Age on the chart (No more 10’s allowed – reroll
if a 10 is rolled again.). Add 1200 + result of
2nd roll’s E.A. on this table – that is your E.A. |
|
Cursed Vampire
Weaknesses:
Heart: A vampire's heart is vulnerable. A wooden
stake (or a silver weapon, depending on the campaign) thrust into its heart
destroys it instantly. To strike its
heart, an opponent must use a full-round action to aim for its heart with a
wooden (or silver) melee weapon. Making
a melee heart strike draws an attack of opportunity from the defender and from
all threatening foes. (The Slayer may
take a Feat after her character is 4th level to prevent this
attack.) The attacker then makes an
attack roll at -4. If the attack
succeeds, the vampire suffers normal damage and must make a
Fortitude save (DC 10 + damage dealt) or be destroyed instantly. The attack is not a critical hit, nor does sneak
attack damage apply. The attacker may
attempt an attack with a crossbow at a -2 additional penalty which stacks with
the aforementioned heart penalties.
(A weapon with a metal blade and wooden
shaft, such as a spear, can be used in this manner at a -4 penalty to hit
because of the extra force needed to push past the blade – this penalty stacks
with the penalties to hit the heart.)
Sunlight: Cursed Vampires cannot stand sunlight. Exposing one to sunlight for two full rounds
causes it to make a fortitude save. If
the save fails, it takes damage equal to its maximum hit points, killing it
instantly. If it succeeds, it lasts 10
more seconds (2 more rounds) before making another Fortitude save, and so
on. Any vampire in the sun more than 30
seconds (6 rounds) must make a Will save, DC 30, to continue to stand, battling
the sun. Vampires can use extremely
heavy cloth, painted windows on cars, and several other real-world obstacles to
go out during the day, however, cursed vampires need to sleep as an average
human does, so they will take standard penalties for not having slept.
Crosses: Vampires are repelled by crosses and other
holy symbols. If they come near one, the
vampire must make a will save, DC 25, or run in fear. If they touch one, they take 1D6 damage per
round until they let go. This damage
cuts directly through any damage resistance and serves as magical damage so
vampires cannot heal it as quickly.
Holy
Water: Vampires are burned by holy
water. Holy water, when it comes in
contact with their skin, does the equivalent of 1d6/cup of holy water Acid
damage until they can get it off or the acid neutralizes
(3 rounds). This damage cuts directly
through any damage resistance and serves as magical damage so vampires cannot
heal it as quickly.
Garlic: Cursed vampires take damage when they come
into contact with Garlic. The scent
repulses them (Will save DC 25 to stay near it) and if it comes into contact
with their skin, they take 1d6 acid damage for three rounds or until the garlic
is removed. This damage cuts through
damage resistance.
Cursed Vampire
Hit Dice: D12 (Number of hit dice dependent on age,
GM’s discretion or level-based)
Speed:
Cursed have a base speed of 40 feet.
Special
Attacks:
Bite: drains
1d8 temporary Constitution. If victim’s
Constitutions reaches 0, victim dies. To
try and make a contested STR test to break free, the victim must first make a
Will Save (DC 15) to overcome the bliss of the vampire’s “kiss.”
Special Qualities:
Flight: Cursed Vampires can fly at a speed of 160 ft
Dominate(su): looking into someone’s eyes, a vampire
can dominate an individual without the Iron Will feat. This domination can erase and rewrite
memories and make the subject perform actions and statements that are even
grossly out of character. Individuals
with the Iron Will feat may make a Will Save vs a DC
listed on the age chart.
Create
Vampires: (same as Create Spawn as per the PHB)
Resistances:
Cold and Electrical Resistance of 10
Rapid Healing: 5 Pnts/Rnd
Regeneration: Vampires can regenerate lost limbs and other
deficiencies given time. New vampires could take up to two
centuries
to regenerate a limb whereas true ancients might do it in weeks to a year.
Undead
Qualities: Immune to aging,
diseases, and normal poisonsl; Crit Hits do
double damage only.
Abilities: Str
+4, Dex, +4, Wis +1, Cha +2
– more bonuses later per Age Chart
Skills: +8 racial bonus to Bluff,
Sense Motive, Hide, Listen, Move Silently, Spot.
Feats:
Alertness, Improved Initiative, Lightning Reflexes, Combat Reflexes,
Dodge.
Challenge Rating: +3
Alignment: Tend towards neutrality or evil. Rarely good aligned, though it is possible
AGE CHART:
|
Age |
Base Attack Bonus |
Dominate Save DC |
|
Special Abilities |
D.R. |
Def Bonus |
|
0 (New) |
+0 |
25 |
+4 |
Str +4;
Dex +4;
|
5/+1 |
+5 |
|
300 |
+1 |
25 |
+4 |
|
5/+1 |
+5 |
|
600 |
+2 |
26 |
+4 |
Bonus Feat; Str +5; Dex +5; Int +1; |
5/+1 |
+6 |
|
900 |
+3 |
26 |
+5 |
|
8/+1 |
+6 |
|
1200 |
+4 |
27 |
+5 |
Bonus Feat; Str +6; Dex +6; Int +1; |
8/+1 |
+7 |
|
1500 |
+5 |
28 |
+6 |
|
8/+1 |
+7 |
|
1800 |
+6/+1 |
29 |
+6 |
Bonus Feat; Str +7; Dex +7; Int +2; |
10/+1 |
+8 |
|
2100 |
+7/+2 |
30 |
+7 |
|
10/+1 |
+8 |
|
2400 |
+8/+3 |
31 |
+7 |
Bonus Feat; Str +8; Dex +8; Int +3; |
10/+1 |
+9 |
|
2700 |
+9/+4 |
32 |
+8 |
|
12/+1 |
+9 |
|
3000 |
+10/+5 |
33 |
+8 |
Bonus Feat; Str +9; Dex +9; Int +4; |
12/+1 |
+10 |
Werewolf
The origins of the werewolf are unknown. Those infected with its curse, become a
half-wolf/half-man-like creature from sunset to sunrise on the three days of
the full moon. While transformed, the
werewolf loses any control he or she may have and acts on animal
instincts. Anyone
bitten by a werewolf, risks becoming a werewolf themselves.
Hit
Dice: same as base creature
Speed: same as base creature
AC: natural armor increases by +2 while shifted.
Damage: Bite 1d6, claws
(2) 1d6
Special Attacks: see above for damages
Curse of Lycanthropy: anyone bitten by a werewolf must make
a Fortitude Save (DC 15) or become infected with Lycanthropy.
Special Qualities: Damage Reductions (Ex): 15/silver
Abilities: Str
+2, Dex +4, Con +4
Skills: +4 racial bonus
to Listen, Search, and Spot checks.
Feats: Blind-fight, Improved Initiative, Track,
Weapon Finesse (Bite)
Challenge Rating: +2
Heroic Characters are those who have
developed their skills beyond the norm, and tend to be marked for greatness (or
martyrdom). Some have gained
supernatural abilities (the Blessed, Warlocks) while others are just those with
a natural talent and/or a desire to excel beyond what is normally called for
(Rogues and Techheads).
Soldier (Modern Fighter)
Soldiers are the modern warriors of
Earth. Despite the name, not all
soldiers belong to an army. They are the
people, who use Strength and skill to conquer their foes. There are two kinds of fighters: gunmen and
street fighters. Gunmen tend to use
firearms and subscribe to the theory of superior firepower. Street Fighters tend to specialize in hand to
hand fighting and are deadlier with the fists than most others.
Hit Dice:
d10
Action
Points: The Soldier gains 6 + one half
her character level, rounded down, every time he attains a new level in this
class.
Class
Skills: Demolitions, Drive, Intimidate, Jump, Knowledge (current events,
history, pop culture, tactics), Listen, Navigate,
Profession, Read/Write Language, Speak Language, Spot, Survival, Swim.
Skill
Points for 1st level: (4 + Int Modifier) x
4 (Dave: 2)
Skill
Points at each Additional Level: 4 + Int Modifier (Dave: 2)
Class Features
Weapon and Armor Proficiencies: Fighters are proficient in Melee Weapons and
Armor. Also, a Fighter can choose to
either be proficient in Hand Guns and Shotguns, or in Martial Arts and
Defensive Martial Arts.
Bonus Feats:
at 2nd, 6th, 8th, 10th, 14th,
16th, 18th and 20th level, a Soldier may
select a Bonus Feat.
Talents:
The Soldier can pick from any of the trees under Strong, Fast, and Tough
Hero classes, staring on page 20 of the D20 Modern rulebook.
For the rest, see the Core Rulebook, page
165.
SOLDIER
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+1 |
+2 |
+2 |
+0 |
Weapon
Focus, Talent |
+1 |
|
2 |
+2 |
+3 |
+3 |
+0 |
Bonus
Feat |
+2 |
|
3 |
+3 |
+3 |
+3 |
+1 |
Tactical
Aid |
+2 |
|
4 |
+4 |
+4 |
+4 |
+1 |
Weapon
Spec. |
+3 |
|
5 |
+5 |
+4 |
+4 |
+1 |
Talent |
+4 |
|
6 |
+6/+1 |
+5 |
+5 |
+2 |
Bonus
Feat |
+4 |
|
7 |
+7/+2 |
+5 |
+5 |
+2 |
Improved
Reaction |
+5 |
|
8 |
+8/+3 |
+6 |
+6 |
+2 |
Bonus
Feat |
+6 |
|
9 |
+9/+4 |
+6 |
+6 |
+3 |
Talent |
+6 |
|
10 |
+10/+5 |
+7 |
+7 |
+3 |
Bonus
Feat |
+7 |
|
11 |
+11/+6/+1 |
+7 |
+7 |
+3 |
Improved
Critical |
+8 |
|
12 |
+12/+7/+2 |
+8 |
+8 |
+4 |
Great
Weapon Spec. |
+8 |
|
13 |
+13/+8/+3 |
+8 |
+8 |
+4 |
Talent |
+9 |
|
14 |
+14/+9/+4 |
+9 |
+9 |
+4 |
Bonus
Feat |
+10 |
|
15 |
+15/+10/+5 |
+9 |
+9 |
+5 |
Talent |
+10 |
|
16 |
+16/+11/+6/+1 |
+10 |
+10 |
+5 |
Bonus
Feat |
+11 |
|
17 |
+17/+12/+7/+2 |
+10 |
+10 |
+5 |
Talent |
+12 |
|
18 |
+18/+13/+8/+3 |
+11 |
+11 |
+6 |
Bonus
Feat |
+12 |
|
19 |
+19/+14/+9/+4 |
+11 |
+11 |
+6 |
Critical
Strike |
+13 |
|
20 |
+20/+15/+10/+5 |
+12 |
+12 |
+6 |
Bonus
Feat |
+14 |
Martial Artist
The
Martial Artist is the expert in hand-to-hand combat. Typically devoting years to study and
training, there are few who could match the Martial Artist in mortal
combat.
Hit Dice:
d10
Action
Points: The Martial Artist gains 6 + one half her character level, rounded
down, every time he attains a new level in this class.
Class
Skills: Balance, Climb, Escape Artist,
Hide, Intimidate, Jump, Knowledge (current events, pop culture, theology and
philosophy), Move Silently, Perform (dance), Profession, Read/Write Language,
Speak Language, Spot, Tumble
Skill
Points for 1st level: (4 + Int Modifier) x
4)
Skill
Points at each Additional Level: (4 + Int Modifier)
Class Features
Bonus Feats:
a Martial Artist gains a bonus feat at 3rd level and every 3rd
level after that.
Talents:
A Martial Artist may take talents from any tree available to the Strong,
Fast, and Dedicated Hero classes in the main rulebook starting on page 20.
For the rest of the features, see page 166 in
the main rulebook.
Martial Artist
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+1 |
+0 |
+2 |
+0 |
Talent |
+1 |
|
2 |
+2 |
+0 |
+3 |
+0 |
Living
Weapon 1d6 |
+2 |
|
3 |
+3 |
+1 |
+3 |
+1 |
Bonus
Feat |
+2 |
|
4 |
+4 |
+1 |
+4 |
+1 |
Talent |
+3 |
|
5 |
+5 |
+1 |
+4 |
+1 |
Flying
Kick |
+4 |
|
6 |
+6/+1 |
+2 |
+5 |
+2 |
Bonus
Feat |
+4 |
|
7 |
+7/+2 |
+2 |
+5 |
+2 |
Talent |
+5 |
|
8 |
+8/+3 |
+2 |
+6 |
+2 |
Living
Weapon 1d8 |
+6 |
|
9 |
+9/+4 |
+3 |
+6 |
+3 |
Bonus
Feat |
+6 |
|
10 |
+10/+5 |
+3 |
+7 |
+3 |
Talent |
+7 |
|
11 |
+11/+6/+1 |
+3 |
+7 |
+3 |
Iron
Fist (one attack) |
+8 |
|
12 |
+12/+7/+2 |
+4 |
+8 |
+4 |
Bonus
Feat |
+8 |
|
13 |
+13/+8/+3 |
+4 |
+8 |
+4 |
Talent |
+9 |
|
14 |
+14/+9/+4 |
+4 |
+9 |
+4 |
Flurry
of Blows |
+10 |
|
15 |
+15/+10/+5 |
+5 |
+9 |
+5 |
Bonus
Feat |
+10 |
|
16 |
+16/+11/+6/+1 |
+5 |
+10 |
+5 |
Talent |
+11 |
|
17 |
+17/+12/+7/+2 |
+5 |
+10 |
+5 |
Living Weapon
1d10 |
+12 |
|
18 |
+18/+13/+8/+3 |
+6 |
+11 |
+6 |
Bonus
Feat |
+12 |
|
19 |
+19/+14/+9/+4 |
+6 |
+11 |
+6 |
Talent |
+13 |
|
20 |
+20/+15/+10/+5 |
+6 |
+12 |
+6 |
Iron
Fist (all) |
+14 |
Gunslinger
The
Gunslinger is the expert in handguns of all types. The Gunslinger makes his guns an extension of
his very being.
Hit Dice:
d10
Action
Points: The Gunslinger gains 6 + one half her character level, rounded down,
every time he attains a new level in this class.
Class
Skills: Bluff, Demoltions,
Drive, Escape Artist, Gamble, Intimidate, Knowledge (current events, pop
culture, streetwise), Move Silently, Profession, Read/Write Languages, Ride,
Sleight of Hand, Speak Languages, Spot, Survival, Tumble
Skill
Points for 1st level: (4 + Int Modifier) x
4)
Skill
Points at each Additional Level: (4 + Int Modifier)
Class Features
Bonus Feats:
A Gunslinger gains a bonus feat at 3rd level and every 3rd
level after that.
Talents:
A Gunslinger may take talents from any tree available to the Fast, Tough
Hero classes in the main rulebook starting on page 20.
For the rest of the features, see page 168 in
the main rulebook.
Gunslinger
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+1 |
+0 |
+2 |
+2 |
Talent |
+1 |
|
2 |
+2 |
+0 |
+3 |
+3 |
Close
Combat Shot |
+1 |
|
3 |
+3 |
+1 |
+3 |
+3 |
Bonus
Feat |
+2 |
|
4 |
+4 |
+1 |
+4 |
+4 |
Talent |
+2 |
|
5 |
+5 |
+1 |
+4 |
+4 |
Defensive
Position |
+3 |
|
6 |
+6/+1 |
+2 |
+5 |
+5 |
Bonus
Feat |
+3 |
|
7 |
+7/+2 |
+2 |
+5 |
+5 |
Talent |
+4 |
|
8 |
+8/+3 |
+2 |
+6 |
+6 |
Lightning
Shot |
+4 |
|
9 |
+9/+4 |
+3 |
+6 |
+6 |
Bonus
Feat |
+5 |
|
10 |
+10/+5 |
+3 |
+7 |
+7 |
Talent |
+5 |
|
11 |
+11/+6/+1 |
+3 |
+7 |
+7 |
Sharp-shooting |
+6 |
|
12 |
+12/+7/+2 |
+4 |
+8 |
+8 |
Bonus
Feat |
+6 |
|
13 |
+13/+8/+3 |
+4 |
+8 |
+8 |
Talent |
+7 |
|
14 |
+14/+9/+4 |
+4 |
+9 |
+9 |
Greater
Weapon Focus |
+7 |
|
15 |
+15/+10/+5 |
+5 |
+9 |
+9 |
Bonus
Feat |
+8 |
|
16 |
+16/+11/+6/+1 |
+5 |
+10 |
+10 |
Talent |
+8 |
|
17 |
+17/+12/+7/+2 |
+5 |
+10 |
+10 |
Improved
Critical |
+9 |
|
18 |
+18/+13/+8/+3 |
+6 |
+11 |
+11 |
Bonus
Feat |
+9 |
|
19 |
+19/+14/+9/+4 |
+6 |
+11 |
+11 |
Talent |
+10 |
|
20 |
+20/+15/+10/+5 |
+6 |
+12 |
+12 |
Bullseye |
+10 |
Infiltrator
Infiltrators
can break into anything. They are spies,
cat burglars, working for an agency, or on their own.
Hit Dice:
d8
Action
Points: The Infiltrator gains 6 + one half her character level, rounded down,
every time he attains a new level in this class.
Class
Skills: Balance, Climb, Disable Device, Disguise, Drive, Escape Artist, Hide,
Investigate, Jump, Knowledge (art, business, current events, pop culture,
streetwise), Listen, Move Silently, Profession, Read/Write Language, Search, Sleight
of Hand, Speak Language, Tumble
Skill
Points for 1st level: (6 + Int Modifier) x
4
Skill Points
at each Additional Level: 6 + Int Modifier
Class Features
Talents: An Infiltrator may take talents from
any tree from the Fast and Smart Hero classes
Infiltrator
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+0 |
+0 |
+2 |
+0 |
Talent |
+1 |
|
2 |
+1 |
+0 |
+3 |
+0 |
Sweep |
+2 |
|
3 |
+2 |
+1 |
+3 |
+1 |
Bonus Feat |
+2 |
|
4 |
+3 |
+1 |
+4 |
+1 |
Talent |
+3 |
|
5 |
+3 |
+1 |
+4 |
+1 |
Improvised Implements |
+4 |
|
6 |
+4 |
+2 |
+5 |
+2 |
Bonus Feat |
+4 |
|
7 |
+5 |
+2 |
+5 |
+2 |
Talent |
+5 |
|
8 |
+6/+1 |
+2 |
+6 |
+2 |
Improved Evasion |
+6 |
|
9 |
+6/+1 |
+3 |
+6 |
+3 |
Bonus Feat |
+6 |
|
10 |
+7/+2 |
+3 |
+7 |
+3 |
Talent |
+7 |
|
11 |
+8/+3 |
+3 |
+7 |
+3 |
Skill Mastery |
+8 |
|
12 |
+9/+4 |
+4 |
+8 |
+4 |
Bonus Feat |
+8 |
|
13 |
+9/+4 |
+4 |
+8 |
+4 |
Talent |
+9 |
|
14 |
+10/+5 |
+4 |
+9 |
+4 |
Improvised Weapon Damage |
+10 |
|
15 |
+11/+6/+1 |
+5 |
+9 |
+5 |
Bonus Feat |
+10 |
|
16 |
+12/+7/+2 |
+5 |
+10 |
+5 |
Talent |
+11 |
|
17 |
+12/+7/+2 |
+5 |
+10 |
+5 |
Improved Sweep |
+12 |
|
18 |
+13/+8/+3 |
+6 |
+11 |
+6 |
Bonus Feat |
+12 |
|
19 |
+14/+9/+4 |
+6 |
+11 |
+6 |
Talent |
+13 |
|
20 |
+14/+9/+4 |
+6 |
+12 |
+6 |
Without A Trace |
+14 |
Daredevil
Infiltrators
can break into anything. They are spies,
cat burglars, working for an agency, or on their own.
Hit Dice:
d10
Action Points:
The Daredevil gains 6 + one half her character level, rounded down, every time
he attains a new level in this class.
Class
Skills: Balance, Climb, Concentration, Demolitions, Drive, Escape Artist, Intimidate,
Jump, Knowledge (current events, pop culture), Pilot, Profession, Read/Write
Language, Ride, Sleight of Hand, Speak Language, Spot, Swim, Tumble
Skill
Points for 1st level: (4 + Int Modifier) x
4
Skill Points
at each Additional Level: 4 + Int Modifier
Class Features
Talents: A Daredevil may take talents from
any tree from the Fast and Tough Hero classes
Daredevil
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+0 |
+2 |
+0 |
+0 |
Talent |
+1 |
|
2 |
+1 |
+3 |
+0 |
+0 |
Fearless |
+2 |
|
3 |
+2 |
+3 |
+1 |
+1 |
Bonus Feat |
+2 |
|
4 |
+3 |
+4 |
+1 |
+1 |
Talent |
+3 |
|
5 |
+3 |
+4 |
+1 |
+1 |
Nip-up |
+4 |
|
6 |
+4 |
+5 |
+2 |
+2 |
Bonus Feat |
+4 |
|
7 |
+5 |
+5 |
+2 |
+2 |
Talent |
+5 |
|
8 |
+6/+1 |
+6 |
+2 |
+2 |
Action Boost |
+6 |
|
9 |
+6/+1 |
+6 |
+3 |
+3 |
Bonus Feat |
+6 |
|
10 |
+7/+2 |
+7 |
+3 |
+3 |
Talent |
+7 |
|
11 |
+8/+3 |
+7 |
+3 |
+3 |
Adrenaline Rush (one ability score) |
+8 |
|
12 |
+9/+4 |
+8 |
+4 |
+4 |
Bonus Feat |
+8 |
|
13 |
+9/+4 |
+8 |
+4 |
+4 |
Talent |
+9 |
|
14 |
+10/+5 |
+9 |
+4 |
+4 |
Delay Damage |
+10 |
|
15 |
+11/+6/+1 |
+9 |
+5 |
+5 |
Bonus Feat |
+10 |
|
16 |
+12/+7/+2 |
+10 |
+5 |
+5 |
Talent |
+11 |
|
17 |
+12/+7/+2 |
+10 |
+5 |
+5 |
Adrenaline Rush (two ability scores) |
+12 |
|
18 |
+13/+8/+3 |
+11 |
+6 |
+6 |
Bonus Feat |
+12 |
|
19 |
+14/+9/+4 |
+11 |
+6 |
+6 |
Talent |
+13 |
|
20 |
+13/+9/+4 |
+12 |
+6 |
+6 |
Damage Threshold |
+14 |
Bodyguard
Bodyguards
take protection very seriously. A
bodyguard is part detective, part muscle, part personal aide. He ensures the protection of others, and
knows how to avoid trouble, and how to get out of it when he can’t.
Hit Dice:
d12
Action
Points: The Bodyguard gains 6 + one half her character level, rounded down,
every time he attains a new level in this class.
Class
Skills: Balance, Climb, Concentration, Demolitions, Drive, Escape Artist, Intimidate,
Jump, Knowledge (current events, pop culture), Pilot, Profession, Read/Write
Language, Ride, Sleight of Hand, Speak Language, Spot, SwimTumble
Skill
Points for 1st level: (4 + Int Modifier) x
4
Skill Points
at each Additional Level: 4 + Int Modifier
Class Features
Talents: A Bodyguard may take talents from
any tree from the Tough and Dedicated Hero classes
Bodyguard
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+0 |
+2 |
+2 |
+0 |
Talent |
+1 |
|
2 |
+1 |
+3 |
+3 |
+0 |
Harm’s Way |
+1 |
|
3 |
+2 |
+3 |
+3 |
+1 |
Bonus Feat |
+2 |
|
4 |
+3 |
+4 |
+4 |
+1 |
Talent |
+2 |
|
5 |
+3 |
+4 |
+4 |
+1 |
Combat Sense +1 |
+3 |
|
6 |
+4 |
+5 |
+5 |
+2 |
Bonus Feat |
+3 |
|
7 |
+5 |
+5 |
+5 |
+2 |
Talent |
+4 |
|
8 |
+6/+1 |
+6 |
+6 |
+2 |
Sudden Action |
+4 |
|
9 |
+6/+1 |
+6 |
+6 |
+3 |
Bonus Feat |
+5 |
|
10 |
+7/+2 |
+7 |
+7 |
+3 |
Talent |
+5 |
|
11 |
+8/+3 |
+7 |
+7 |
+3 |
Improved Charge |
+6 |
|
12 |
+9/+4 |
+8 |
+8 |
+4 |
Bonus Feat |
+6 |
|
13 |
+9/+4 |
+8 |
+8 |
+4 |
Talent |
+7 |
|
14 |
+10/+5 |
+9 |
+9 |
+4 |
Defensive Strike |
+7 |
|
15 |
+11/+6/+1 |
+9 |
+9 |
+5 |
Bonus Feat |
+8 |
|
16 |
+12/+7/+2 |
+10 |
+10 |
+5 |
Talent |
+8 |
|
17 |
+12/+7/+2 |
+10 |
+10 |
+5 |
Combat Sense +2 |
+9 |
|
18 |
+13/+8/+3 |
+11 |
+11 |
+6 |
Bonus Feat |
+9 |
|
19 |
+14/+9/+4 |
+11 |
+11 |
+6 |
Talent |
+10 |
|
20 |
+13/+9/+4 |
+12 |
+12 |
+6 |
Blanket Protection |
+10 |
Field Scientist
Alignment:
Any
Hit Dice:
d8
Action
Points: The Field Scientist gains 6 + one half her character level, rounded
down, every time he attains a new level in this class.
Class
Skills: Computer Use, Craft (chemical, electronic, mechanical, pharmaceutical), Decipher Script, Demolitions, Disable
Device, Drive, Investigate, Knowledge (behavioral sciences, civics, earth &
life sciences, physical sciences, technology), Navigate, Profession, Read/Write
Languages, Research, Search, Speak Language.
Skill
Points for 1st level: (8 + Int Modifier) x
4
Skill Points
at each Additional Level: 8 + Int Modifier
Class Features
Weapon and
Armor Proficiencies:
Talents: Scientists can
FIELD SCIENTIST:
|
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Class Features |
Defense Rating |
|
1 |
+0 |
+1 |
+1 |
+0 |
Talent |
+0 |
|
2 |
+1 |
+2 |
+2 |
+0 |
Smart
Defense |
+1 |
|
3 |
+1 |
+2 |
+2 |
+1 |
Bonus
Feat |
+1 |
|
4 |
+2 |
+3 |
+3 |
+1 |
Talent |
+1 |
|
5 |
+2 |
+3 |
+3 |
+1 |
Scientific
Improvisation |
+2 |
|
6 |
+3 |
+4 |
+4 |
+2 |
Bonus
Feat |
+2 |
|
7 |
+3 |
+4 |
+4 |
+2 |
Talent |
+2 |
|
8 |
+4 |
+5 |
+5 |
+2 |
Skill
Mastery |
+3 |
|
9 |
+4 |