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Prototype (Modern Revolutionary)

Prototype (Modern Revolutionary)



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Published by DarkDeva
A d20 Modern PDF. An advanced class with some cool bomb making abilities.
A d20 Modern PDF. An advanced class with some cool bomb making abilities.

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Published by: DarkDeva on May 08, 2010
Copyright:Attribution Non-commercial


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Requires the use of the d20 Modern™Roleplaying Game, published by Wizards of the Coast, Inc.
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     F     U     L     L     M     E     T     A     L     Z     E     R     O
In the past, revolutions and guerilla wars wereled by soldiers of the people, citizens who decidedto overthrow the government out of idealism or megalomania. This is no longer true today. Themodern revolutionary is highly mobile profes-sional, equally at home organizing a resistance cellin enemy territory or fighting on the frontlines of acivil war. They are experts at planning, coordinatingattacks, and improvising in the field. They operateon their own without support, targeting governmentand military assets. The more damage they cause,the more funding they can demand from rich butcowardly backers.
PROFILE OF a Modern Revolutionary 
 No longer idealistic, the Modern Revolutionary is a jaded veteran who sees past the propaganda of bothsides. Most are cynical, self-serving mercenaries
       S       k       y       r       P       a       b       c       k       l       d       o       o       d       b
     p     r     o     t     o     t     y     p     e   :     M     o     d     e     r     n     R     e     v     o     l     u     t     i     o     n     a     r     y
       O       S       k       y       r       P       a       b       c       k       l       d       o       o       d
who fight for any cause that will fund them. Otherslose touch with reality, becoming obsessed fanaticswho fight private wars against the world. Only a fewretain any degree of idealism and actually try to makethe world a better place. The path of the revolutionaryis lined with violence, chaos, and death.
To qualify to become a Modern Revolutionary, a char-acter must fulfill the following criteria.
Base Attack Bonus:
Demolitions 6 ranks, Knowledge (tactics) 6ranks,
The character cannot have an allegiance toany government or government sponsored institution.
Class Features 
The following information pertains to the ModernRevolutionary advanced class.
Hit Die:
Action Points 
6 + one-half character level, rounded down, everytime the Modern Revolutionary attains a new level inthis class.
Skill Points at Each Additional Level:
6 + Int modi-fier.
Class Skills 
The Modern Revolutionary’s class skills (
and the keyability for each skill 
) are:Bluff (
), Craft (
 Electronic, Mechanical, Structural,Visual Arts, Writing 
) (
), Demolitions (
),Diplomacy (
), Disable Device (
), Forgery(
), Gather Information (
), Hide (
) Intimidate(
), Knowledge (
behavioral sciences, civics,current events, streetwise, tactics
) (
), Listen (
),Move Silently (
) Profession (
), Read/WriteLanguage (
), Research (
), Search (
), SenseMotive (
), Speak Language (
), Spot (
Class Features 
The following features pertain to the ModernRevolutionary advanced class:
Bonus Feats 
Advanced Firearms Proficiency, Alertness, BurstFire, Cautious, Dodge, Frightful Presence, ImprovedInitiative, Iron Will, Mobility, Personal FirearmsProficiency, Point Blank Shot, Quick Draw, Quick Reload, Shot on the Run, Stealthy, Strafe.
Revolutionary Talents 
Starting with level 1 in the Modern Revolutionaryclass and various levels after that (
 Levels 1, 3, 5, 7 &9
) the character may pick a talent from the followingModern Revolutionary Talents list. The character mustmeet any prerequisite for the Talent before choosing it.A character may not pick the same Talent twice.
Bomb Maker 
The mainstay of terrorists and revolution-aries around the world, bombs still grab headlines likenothing else. The character has learned many tricks increating and placing bombs.
Quick Rig:
The character can rig a bomb as astandard action. This adds +5 to the DC of thePlace Explosive check.
Conceal Bomb:
By making a DC 20 Craft(
) check, the character can conceal a bomb by building a mockup normal object, such aconcrete parking block. The object escapes cursoryinspection, but a DC 15 Spot or Search check reveals it to be a fake.
Improved Bomb Placement:
The character cananalyze a target to determine the best place to plant an explosive. The character must examinethe target, either firsthand or through documenta-tion and make a DC 25 Research check, whichtakes 4d6 hours to perform. If successful, the bomb’s damage is doubled.
Mastercraft Molotovs:
The signature weaponof the Revolutionary, the character is an expert atmaking and throwing Molotov cocktails.
The character always succeeds at making Molotov cocktails.The character gains +1 on all attacks madewith Molotov cocktails.The range increment on all Molotov cocktailsis 20 feet.
A Molotov cocktail is a flask containinga flammable liquid, plugged with a rag. A Molotovcocktail is easily made by hand (
Craft [chemical]check DC 10 or Intelligence check DC 15
). To useit, the rag must first be lit, requiring a move action(
and a lighter or other source of flame
). The cocktaildetonates in 2 rounds or on impact with a solid object,whichever comes first. A target that takes a direct hitis dealt an additional 1d6 points of fire damage in thefollowing round and risks catching on fire.
S  k  y  r  P  a  b  c  k  l  d  o  o  d  b  
p   a   g   e   :  3   
O  S  k  y  r  P  a  b  c  k  l  d  o  o  d  
Benefit: As the Revolutionary moves through theunderworld of rebellion and terrorism, he cultivatesassociates and informants. Each time the ModernRevolutionary gains a contact, the GM should developa supporting character to represent the contact. The player can suggest the type of contact his or her char-acter wants to gain, but the contact must be an ordi-nary character, not a heroic character. This talent may be chosen more than once.A contact will not accompany a Modern Revolutionaryon missions or risk his or her life. A contactcan, however, provide information or render aservice (
make a specific skill check on the Modern Revolutionary’s behalf 
).The Modern Revolutionary can’t call on the samecontact more than once in a week, and when he or she does call on a contact, compensation may berequired for the assistance the contact renders. Ingeneral, a professional associate won’t be compensatedmonetarily, but instead will consider that the ModernRevolutionary owes him orher a favor. Contacts withunderworld or street connections usually demandmonetary compensation for the services they render,and experts in the use of skills normally want to be paid for the services they provide.For underworld or street contacts, this expense isrepresented by a Wealth check against a purchase DCof 10 for the low-level contact, 15 for the mid-levelcontact, or 20 for the high-level contact. For skilledexperts, the purchase DC is 10 + the ranks the experthas in the appropriate skill.
Ambush Leader 
The Modern Revolutionary can plan andlead a devastating ambush. By spending an action point, the character establishes an ambush zone.The Revolutionary and any allies he leads areconcealed (
 DC to spot the ambush zone is 10 plusthe Revolutionary’s bonus to Hide
). Once enemieswho do not detect the ambush zone enter inside, theRevolutionary and his automatically gain a surpriseaction against the enemies. They also gain +1 to allattack and damage rolls for the first full round of combat. The size of the ambush zone is dependent onthe size of the Revolutionary’s group. A single char-acter can only cover a narrow corridor while a groupof 10 fighters can cover a two lane street. The GameMaster should use his discretion on the parameters of areasonable ambush zone.
The character is an expert in propaganda. Hecan create persuasive propaganda with a DC 15 Craft(
) or Craft (
visual arts
) check, depending onthe nature of the propaganda. The propaganda musteither support or attack a specific allegiance. Anyonewith the targeted allegiance gains a +1 (
) or -1(
) reaction modifier to any Charisma based skillchecks against any NPC who reads or views the propa-ganda. This effect lasts for 1d4 weeks and is cumula-tive over time. Characters with a Will Save of +3 or higher are immune to being affected by propaganda,although they may still suffer penalties when inter-acting with characters who are affected by propaganda.
odern Revolutionary
BaseAttack Fort Ref Will Defense ReputationLevel Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +1 +1 Revolutionary Talent +1 +12nd +1 +0 +2 +2 Bonus Feat +1 +13rd +2 +1 +2 +2 Revolutionary Talent +2 +14th +3 +1 +2 +2 Bonus Feat +2 +25th +3 +1 +3 +3 Revolutionary Talent +3 +26th +4 +2 +3 +3 Bonus feat +3 +27th +5 +2 +4 +4 Revolutionary Talent +4 +38th +6 +2 +4 +4 Bonus Feat +4 +39th +6 +3 +4 +4 Revolutionary Talent +5 +310th +7 +3 +5 +5 Bonus Feat +5 +4

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