D20 Modern Heroic v1.0

Created By:  David Akers

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. 

 

Races

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.

Human

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)

Human Racial Traits

-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

 

Otherworldly Ancestry

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.

 

Templates

The Slayer

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.

Creating a Slayer

“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”.

 

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);  WIS 10;  CHA 16(+3)

      Wound Points:  20

      Base Attack +3

      Initiative +9

      Defense 20 (or +10 using Dodge Rolls)

     Melee Attack:  +7;  Ranged Attack:  +8;

     Fort Save:  +6;  Reflex Save:  +6;  Will Save  +3;

   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, Wis +2, 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: +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

Fort Save

Special Abilities

D.R.

Def

Bonus

0 (New)

+0

25

+4

Str +4;  Dex +4;  Wis +1;  Cha +2

5/+1

+5

300

+1

25

+4

 

5/+1

+5

600

+2

26

+4

Bonus Feat; Str +5;  Dex +5; Int +1; Wis +2; Cha +3

5/+1

+6

900

+3

26

+5

 

8/+1

+6

1200

+4

27

+5

Bonus Feat; Str +6;  Dex +6; Int +1; Wis +3; Cha +4

8/+1

+7

1500

+5

28

+6

 

8/+1

+7

1800

+6/+1

29

+6

Bonus Feat; Str +7;  Dex +7; Int +2; Wis +4; Cha +4

10/+1

+8

2100

+7/+2

30

+7

 

10/+1

+8

2400

+8/+3

31

+7

Bonus Feat; Str +8;  Dex +8; Int +3; Wis +5; Cha +4

10/+1

+9

2700

+9/+4

32

+8

 

12/+1

+9

3000

+10/+5

33

+8

Bonus Feat; Str +9;  Dex +9; Int +4; Wis +6; Cha +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 Classes

  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

Fort Save

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

Fort Save

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

Fort Save

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

Fort Save

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

Fort Save

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

Fort Save

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

Fort Save

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