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Table of Contents Introduction ...................................................................................................................................................................................................................................................................................... 2 Characters ........................................................................................................................................................................................................................................................................................ 3 Skills.................................................................................................................................................................................................................................................................................................. 5 Feats ...............................................................................................................................................................................................................................................................................................11 Traits ..............................................................................................................................................................................................................................................................................................17 Modern Hero Base Class .................................................................................................................................................................................................................................................................21 Talents ............................................................................................................................................................................................................................................................................................23 Difficulties .......................................................................................................................................................................................................................................................................................31 Archetypes & Training .....................................................................................................................................................................................................................................................................34 Equipment ......................................................................................................................................................................................................................................................................................50 Armor .............................................................................................................................................................................................................................................................................................50 Weapons ........................................................................................................................................................................................................................................................................................52 Gear ................................................................................................................................................................................................................................................................................................67 General Equipment .........................................................................................................................................................................................................................................................................67 Vehicles ..........................................................................................................................................................................................................................................................................................79 Lifestyle ..........................................................................................................................................................................................................................................................................................84 Services...........................................................................................................................................................................................................................................................................................84 Sample Modern Setting ..................................................................................................................................................................................................................................................................85 Conversion Notes ............................................................................................................................................................................................................................................................................89
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The flashing red light on the security console snapped me out of a bored daze. Immediately my heart started thumping as I fumbled for the radio transceiver. “Uh…Charlie, come in…over.” Wincing at my thorough lack of professionalism and the fact that I practically squeaked the words, I waited for my more experienced partner to respond. When Charlie did answer, it was with his casual drawl, “Go ahead Stevie, what’s got your panties all twisted this time?” Ignoring the verbal jab, I quickly mashed the radio’s send button, “Charlie, there’s a silent alarm going off at the rear entrance to warehouse five!” Charlie responded with a grunted curse and I could hear his duty belt start to jangle as he broke into a run. “Start recording everything Stevie”, he huffed out, “And get your butt over there to back me up… Christ! That’s the munitions warehouse…” Great, I thought to myself as I hurried to set the security controls and rush to join my partner. Someone is stealing the high tech weapons…this should not be happening in the first week of my new job!
Now, with all that general knowledge in place, reinterpret the latest political struggle, or military conflict. Imagine the ruthless underside of organized crime, or the cut-throat environment of corporate espionage. Let your imagination run wild with some gritty urban vigilantism or an overly dramatic gumshoe detective story. Are you starting to see the potential? The background is already provided…insert blank.
WHAT’S SO GREAT ABOU T THIS SYSTEM?
We did not want to reinvent the wheel; we just wanted to make it roll smoother on the modern highway (maybe with some low-pro bling 22’s). The rules system in the Modern Path – Heroes of the Modern World RPG is, what we feel, an evolutionary step forward for a system that has already proven to be excellent in another genre. Thanks to the wonderful OGL, we admit that most of the work was already done. What we have focused on is making a system that is versatile, as is fitting for the modern times. Because of globalization, characters in a modern setting should not be “pigeon-holed” into classes or areas of knowledge. We offer only one base class – the Modern Hero, a framework upon which to build. It is then up to the player to build his own unique character, and to have the freedom to shape that character as it advances through the levels of experience. So, versatility and freedom of choice… Let’s make that our hallmark. Now go on, grab those Pathfinder Role Playing Game rules, get your dice ready & boot up that laptop…quit wasting time reading intros!
WELCOME TO THE MODERN PATH HEROES OF THE MODERN WORLD! WHY THE MODERN GENRE?
What is the thing that sets the modern genre of roleplaying games apart from all others? Is it the technology? Perhaps it is the culture? Wait…it’s the guns, right? Well, maybe it is all of those aspects, but perhaps that certain something is more intangible. Perhaps it is the personal knowledge and frame of reference that each of us, as players, bring to the game. Even those of us who snoozed through some of our classes can bring to mind general knowledge of the geography, politics, pop culture, and even the military, that are all a part of our modern time. Everyone knows that a Ferrari is faster and way cooler than a Kia, and we all know who the latest pop singer in rehab is. Most people can point out New York City on a map, and most know the difference between an AK-47 and an M-16. The point being…players don’t have to learn about new cultures, or the geography of new lands. They don’t have to memorize new cultural tendencies or political structures. In the modern setting, these things are already a part of our lives.
~ GRC TEAM THE GRC TEAM IS:
Chris Clark, Jason Mangum, Barry Spryng and Kevin Webb.
SPECIAL THANKS TO:
Ruth Cobb for wonderful web page development. Derek Mason for play testing. Michael McNeill for play testing, rules editing. Scott Crosson for Hero Lab support and play testing.
not just how well the numbers stack in their favor. and Fame. humans in the modern world that still train in the old ways. many ancient religious beliefs continue to thrive in seclusion. This number remains static and reflects how well known a character is both inside and outside of the faction. Their involvement is the reason a story is being told and the dice are being thrown. any deity they wish. religions. 3 . Prestige Points and Fame can also be gained with various Feats. Each character begins with 0 points in both stats. favors or access to information. These rules are put in place for future supplements to utilize. Now. Talents and Traits. the Modern Hero class cannot be taken as a Favorite class. however. The GM can also give out points throughout an adventure for completing a task for the Faction. Most of the non-human races have remained true to their old ways and traditions. The character should choose a Faction that is compatible with his chosen Trait. Prestige Points. Prestige Points can be spent during game play. PRESTIGE POINTS AND FAME These rules are optional. Fame is the total number of Prestige Points gained. Prestige Points and Fame are gained at a rate of 1 th point every 5 level. and have learned to live in isolation from the modern humans. they just aren’t as prominent. for these distinctions still hold weight even in the modern world. There are. These represent the character’s standing and reputation within the organization that the character is a member. Many modern Traits have at least 1 Fame point associated with it. Some examples of this may be early promotions. Players should always strive to create characters that have personality and depth. but they are unique and training is hard to find. The modern world is predominantly divided by five major. see: The Pathfinder Society Field Guide. Only humans can take this option. For more information on Factions. However. organizational aid.CHARACTERS CHARACTERS The heart and soul of any roleplaying game is the player-character. and may not work for every GM and his campaign. These elder races have retained the knowledge of the past and are able to play any class they wish with one exception. ALIGNMENT Player characters are free to choose from any alignment they wish. RELIGION Characters may choose (or not choose). With each Faction come two benefits called Prestige Points and Fame. organized. and they elicit some sort of boon that comes from within the faction. This is not to say that non-human races do not exist. let’s get started… RACES The modern world is primarily made up of humans.
You must have at least one rank in Knowledge: History. NON – PLAYER CHARACTERS For Non-Player Characters. Ancient Hebrew*.000 100 USD ($) 10 1 A character’s starting wealth is 1d6 x $100. Tibetan. Mandarin. Chipewyan. Yiddish. except an ancient language. Romance: French. Turkic: Azerbaijani. Athabascan: Apache. Gaelic (Scots). Baltic: Latvian. Punjabi. This list is in no way complete. 4 . Slavic: Belorussian. Lithuanian. Urdu. Middle Egyptian*. (NPC). Algic: Algonkin. All mundane living expenses are to be considered paid. the fantasy cost is: 1500 gp. count one USD equivalent to one silver piece. Portuguese. Russian. English. Flemish. Navaho. Celtic: Gaelic (Irish). Slovak. Ugric: Hungarian (aka Magyar). Ukrainian. To buy a fantasy item that is listed in gold pieces. Feats or other special abilities. Uzbek. *This is an ancient language and must have 1 rank in Knowledge (history) to learn. Sanskrit*. Pashto. Finnish. Arabic. Spanish. Attic: Ancient Greek*. as befits the character’s background.CHARACTERS LANGUAGES A character may choose any single language as his native tongue. Serbo-Croatian. Semitic: Akkadian (aka Babylonian)*. Italian. Czech. Latin*. the modern cost is $15000 Exchange Value Copper piece (cp) Silver piece (sp) Gold piece (gp) cp 1 10 100 sp gp pp 1/10 1/100 1/1. use the same rules and classes from Chapter 14 of the Pathfinder Role Playing Game Core Rule Book. This can be changed with Traits. Icelandic. Norwegian. Turkish. Indic: Hindi. Hebrew. Chinese: Cantonese. Polish. Lapp. Welsh. Swedish. it simply offers some examples.000 1 10 1/10 1 10 1/10 1/100 1/10 1 1/100 Platinum piece (pp) 1. Example: If a player wishes to buy a Javelin of Lightning. Japanese: Japanese. Danish. Aramaic*. Greek. This is to be used as the character’s spending money. Blackfoot. Romanian. Arapaho. Sherpa. Dutch. German. Korean: Korean. Hamo-Semitic: Coptic*. Germanic: Afrikaans. The following is a list of some known language groups. WEALTH All items are listed in USD ($) prices. Cheyenne. Tibeto-Burman: Burmese. Shawnee Armenian: Armenian. before you can learn an ancient language. Iranian: Farsi. Bulgarian. Finno-Lappic: Estonian.
SKILLS SKILLS There are many skills that are necessary for a smooth operation of a modern genre. 24 hr. Simple (timer or detonator) Moderate (radio direction finder. Repair Task (Example) Simple (tool. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. The jury-rig application of any craft skill can be used untrained. 60hr. Also. 5 . a jury-rigged repair can only fix a single problem with a check. placing an explosive for maximum effect against a structure calls for a check. These skills are in addition to the Pathfinder Role Playing Game core rules and can be used by any class (Fantasy. as does disarming an explosive device. Trained Only) Description: This skill allows a character to connect. In general. Trained Only) Description: This skill allows a character to build and repair electronic equipment from scratch. or radios and communication devices. Setting a simple explosive to blow up at a certain spot doesn’t require a check. CRAFT REPAIR All Craft skills can repair any items within their specialty. he takes a –2 penalty on the check. Check: The DC is set by the GM. electronic lock) Complex (cell phone) Advanced (computer) EXPLOSIVE (Intelligence. simple weapon) Moderate (mechanical or electronic component) Complex (mechanical or electronic device) Advanced (cutting-edge mechanical or electronic device) Repair DC 10 15 20 Time 1 min. simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. NPC. and set explosives substances and devices. Type of Scratch-Built Electronics (Examples) Craft DC 15 20 25 30 Time 1 hr. However. Doing this will allow the character to make the checks in as little as a fullround action. such as audio and video equipment. 1 hr. but connecting and setting a detonator does. 10 min. ELECTRONIC (Intelligence. If the character does not have the appropriate tools. JURY-RIG A character can choose to attempt jury-rigged or temporary repairs. 12 hr. timers and listening devices. The jury-rigged object must be fully repaired thereafter. 25 10 hr. Using a craft skill to repair requires a tool kit based on the craft skill used and depending on the task. and the temporary repair only lasts until the end of the current scene or encounter. The following applies to all Craft skills on how to repair items. or Modern). create.
Failure means that the explosive fails to go off as planned. Connecting a detonator to an explosive requires a Craft (explosives) check (DC 10). If the character fails by more than 5. Scratch built explosives deal concussion damage. A character can make an explosive difficult to disarm. depending on the scope of the job. dealing half of its intended damage to the builder and anyone else in the burst radius. it deals normal damage to all other targets within its burst radius. Try Again: Building an explosive from scratch is dangerous. The DC is usually 10. or advanced compared to current technology. the explosive deals double damage to the structure against which it is placed. the raw materials are wasted. 1 hr. If the check fails by 5 or more. When building a mechanical device from scratch. but can’t take 20. The character’s DC to set the detonator is equal to the disarm DC. 3 hr. the explosive compound detonates as it is being made. moderate. and other gadgets. 6 . Type of Scratch-Built Mechanical Device Simple (tripwire trap) Moderate (light armor) Complex (automobile engine. If the Craft (explosives) check fails. The GM makes the check (so that the character doesn’t know exactly how well he or she has done). 24 hr. unless the person who set the detonator chose a higher disarm DC. it deals triple damage to the structure. unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure’s construction. complex. Action: Setting a detonator is usually a full-round action. the character describes the kind of device he wants to construct. In all cases. MECHANICAL (Intelligence. armor. To do so. including engines and engine parts. the explosive goes off. If the character fails the check. 60 hr. then the Game Master decides if the device is simple. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Craft (explosives) check. Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary. weapons. Failure by 10 or more means the explosive goes off as the detonator is being installed. 9mm autoloader) Advanced (jet engine) Craft DC 15 20 25 30 Time 1 hr 12 hr. he does not disarm the explosive. 12 hr. Special: A character can take 10 when using the Craft (explosives) skill. 24 hr. Explosive Improvised (1d6/5 feet) Simple (2d6/5 feet) Moderate (4d6/10 feet) Complex (6d6/15 feet) Powerful (8d6/20 feet) Devastating (10d6/25 feet) 1 Craft Reflex DC DC 10 15 20 25 30 35 10 12 12 15 15 18 Time 1 round 10 min. Placing an explosive device takes 1 minute or more. the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). On a result of 15 or higher. On a result of 25 or higher. Set Detonator: Most explosives require a detonator to go off. An explosive compound does not include a fuse or detonator. Trained Only) Description: This skill allows a character to build and repair mechanical devices from scratch.SKILLS Check: A successful check produces a product of solid material. about the size of a brick.
Fortitude Save DC 14 or lower 15–18 19–22 23 or higher STRUCTURAL (Intelligence) Description: This skill allows a character to build and repair wooden. Trained Only) This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. concrete. and criminology BUSINESS Business procedures. drug or poison to be countered as measured by the DC of the Fortitude save needed to resist it. desks. ART Fine arts and graphic arts. are as follows. Information: A character makes a Knowledge check to gain any general information associated with the skill. modern art. photography. or poison. or metal structures from scratch. Scratch-Built Structure Simple (bookcase) Moderate (house deck) Complex (bunker) Advanced (house) Craft DC 15 20 25 30 Time 12 hr. complex. drug. and performance art forms. such as music and dance. 6 hr. The Knowledge categories. 12 hr. drywall. and so forth. 60 hr. litigation. house painting. each of them treated as a separate skill. Craft DC 15 20 25 30 Time 1 hr. houses. 600 hr. KNOWLEDGE (Intelligence. and 20 to 30 for tough questions.SKILLS PHARMACEUTICAL (Intelligence. then the Game master decides if the structure is simple. among others BEHAVIORAL SCIENCES Psychology. walls. Trained Only) Description: This skill encompasses several categories. and the topics each one encompasses. The Craft (pharmaceutical) check is based on the severity of the disease. . and legal rights and obligations Political and governmental institutions and processes 7 When building a structure from scratch. Check: The DC for answering a question within the character’s field of study is 10 for easy questions. and building cabinets. and corporate structures Bureaucratic procedures and how to navigate them CIVICS Law. laying cement. legislation. including art history and artistic techniques Antiques. the character describes the kind of structure he or she wants to construct. moderate. sociology. or advanced in scope and difficulty. 3 hr. and includes such handyman skills as plumbing. including bookcases. 24 hr. 15 for basic questions. investment strategies. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.
writing computer programs. If the character beats the DC by 10 or more when attempting to defeat computer security. the security system immediately alerts its administrator that there has been an unauthorized entry. genre films. The DC for the check and the time required are determined by the size of the site on which the character is searching. However. among others STREETWISE Street and urban culture. geology. The DC is determined by the quality of the security program installed to defend the system. This application of the Knowledge (technology) skill only pertains to finding files on private systems with which the character is not familiar. politics. when accessing a difficult site. books. botany. entertainment. personalities. An alerted administrator may attempt to identify the character or cut off the character’s access to the system. searching an unfamiliar network for a particular file. and foreign affairs EARTH AND LIFE SCIENCES Biology. altering existing programs to perform differently (better or worse). Level of Security Minimum Average Exceptional Maximum DC 20 25 35 40 8 . events and urban legends TACTICS Techniques and strategies for disposing and maneuvering forces in combat TECHNOLOGY Current developments in cutting-edge devices. and breaking through computer security are all relatively difficult and require skill checks. sports. physics. the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see Computer Hacking below). comics. and gaming. paleontology. If the check is failed by 5 or more. chemistry.SKILLS CURRENT EVENTS Recent happenings in the news. Technology Check: Most normal computer operations don’t require Knowledge (technology) check. (See below). genetics. medicine and forensics PHYSICAL SCIENCES Astronomy. as well as the background necessary to identify various technological devices This also encompasses the use and programing of computers and other technology. Finding public information on the Internet does not fall under this category. and engineering POPULAR CULTURE Popular music. Sometimes. local underworld personalities. science fiction. Find File: This skill can be used for finding files or data on an unfamiliar system. the character has to defeat security at more than one stage of the operation. mathematics. Size of Site Personal computer Small office network Large office network Massive corporate network DC 10 15 20 25 Time 1 round 2 rounds 1 minute 10 minutes Defeat Computer Security: This application of Knowledge (technology) can’t be used untrained.
Defend Security: If the site alerts the character to an intruder. Altering or deleting records sometimes requires yet another check to defeat computer security. the character can attempt to cut off the intruder’s access (end the intruder’s session). Scope of Alteration Crash computer Destroy programming Damage programming DC 10 15 20 Time 1 minute 10 minutes 10 minutes Fixing the degraded programming requires 1 hour and a Knowledge (technology) check against a DC equal to the DC for degrading it + 5. make an opposed Knowledge (technology) check against the intruder One surefire way to prevent further access is to simply shut the site down To identify the intruder. data. and who maintains its security. or applications. The DC to write a program is 20. The first check (DC 10) is needed to find the site on the net. others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site. in this case. The second is a check to defeat computer security. Physical Access: A character gains physical access to the computer. or even to identify the intruder. is one type of operation with one target. the visit is called a session. Do Your Stuff: If the character just wants to look at records or download data. or a computer connected to the site. he attempts to invade a site. the time required is 1 hour. The character can go back to the site in the future. Defeat File Security: Many networks have additional file security. Access the Site: There are two ways to do this: physically or over the Internet. Write Program: A character can create a program to help with a specific task. it’s a new session. Once a character stops accessing the site. Locate Data: To find the data the character wants. When a character hacks into a site. The DC for the attempt depends on what the character tries to do. when he or she does. the character needs to make another check to defeat computer security. A site is a virtual location containing files. To cut off access. the session is over. A specific task. Internet Access: Reaching a site over the net requires two Knowledge (technology) checks. 9 . Degrade Programming: A character can destroy or alter applications on a computer to make use of that computer harder or impossible. Once a character has succeeded in both checks. Several steps are required to hack into a site: Covering Tracks: By making a Knowledge (technology) check DC 20. make an opposed Knowledge (technology) check against the intruder. Every site is overseen by a system administrator— the person in charge of the site. no additional check is needed. make a Knowledge (technology) check. Doing so grants the character a +2 circumstance bonus to the task. the character has accessed the site.SKILLS Computer Hacking When a character hacks. a character can alter his or her identifying information This imposes a –5 penalty on any attempt made to identify the character if his or her activity is detected. Some sites can be accessed via the Internet. If that’s the case.
Make a check only when some unusual circumstance exists. newspaper articles. such as ordinary sailing. Vehicles are described by a number of statistics. capable of performing a stand-up routine before an audience VISUAL ART (Charisma) Description: This skill allows a character to create paintings or drawings. columns. 25 30 25 +10 –5 +10 +15 10 . use a video camera. as shown in Equipment . STAND-UP (Charisma) Description: The character is a gifted comedian. scripts. If the character fails the check by 5 or more. screenplays. DC 20 Time 1 round per remote 1 round per remote 1 minute per remote 1 minute 1 minute — — — WRITING (Charisma) Description: This skill allows a character to create short stories. Routine tasks. don’t require a skill check. Make a check only when some unusual circumstance exists. Routine tasks. and similar works of writing. novels. PILOT This skill is used for operating an air based vehicle. Type of Operation Shut down passive remote (including cameras and door locks) Shut down active remote (including motion detectors and alarms) Reset parameters Change passcodes Hide evidence of alteration Minimum security Exceptional security Maximum security PERFORM (Charisma) This skill applies to various art forms and their presentation.SKILLS Operate Remote Device: The DC depends on the nature of the operation. Make a check only when some unusual circumstance exists. or in some other way create a work of visual art. take photographs. With the Profession skill. the system immediately alerts its administrator that there has been an unauthorized use of the equipment. such as ordinary flying. PROFESSION (Wisdom) The following Profession skills are needed to operate a vehicle type. don’t require a skill check. such as ordinary driving. SAILOR This skill is used for operating a water based vehicle.Vehicles DRIVER This skill is used for operating a land based vehicle. Routine tasks. don’t require a skill check. you are able to add your skill points to the base stats for the vehicle.
Benefit +1 CMB & CMD. Feat Brawl Builder Business Savvy Cautious Computer Code Monkey Computer Backdoor Computer Charm Computer False Trail Computer Stealth Confident Creative Critical Brawl Drive-By Attack Educated Elusive Target Fleet of Foot Focused Force Stop Gearhead Guide Improved Brawl Improved Critical Brawl Improved Knockout Punch Improved Natural Healing Knockout Punch Medical Expert Nimble Streetfighting Studious Surgery Tracker Trustworthy Unbalance Opponent Vehicle Dodge Vehicle Expert Vehicle Specialization Prerequisite Know (technology) 1 rank Know (technology) 1 rank Know (technology) 1 rank Know (technology) 1 rank Know (technology) 1 rank Brawl Profession-Driver. +2 bonus on all Appraise and Perception checks Force another vehicle to a stop +2 bonus on Craft: Electronic & Mechanical +2 bonus on all Know: Geography & Knowledge: Nature +2 CMB. Pilot. and Machine Gun.FEATS FEATS Feats can be used by any class. or Sailor Dex 12 All fantasy ranged feats may also apply to modern firearms by weapon type: Handgun. Shotgun. or Sailor checks 11 . (Fantasy. Pilot. 1d6 non-lethal dmg/unarmed strike +2 bonus on two Craft skill checks +2 on Knowledge: Business & Knowledge: Civics +2 Craft (Explosives) & Disable Device Read and write computer code Install a hidden computer code Add Knowledge (technology) to Charisma Checks Implement a computer false trail Hide from computer security +2 on all Intimidate and Prof: Gamble +2 bonus on two Perform skill checks Unarmed strike improves to 19-20 No vehicle speed penalty when attacking in a moving vehicle +2 bonus on two Knowledge skill checks +2 dodge bonus to AC against ranged attacks. and are gained at the same rate as the Pathfinder Role Playing Game core rules. Non-lethal damage unarmed strike is automatic critical +2 bonus on all Craft (pharmaceutical) and Heal checks +2 bonus on all Escape Artist and Sleight of Hand +1d4 damage 1 per round with unarmed att of Lt wpn +2 bonus on all Linguistics and Perception checks Use the Heal skill to perform surgery +2 bonus to the Perception and Survival skill +2 bonus on all Diplomacy checks and Bluff checks Opponent doesn't get to add Strength modifier to hit +2 dodge to Defense against attacks from a vehicle Add Dex modifier to his Prof: Driver. Pilot. and Sailor +3 bonus on Profession: Driver. with GM approval. Unarmed critical strikes deal extra damage Non-lethal unarmed strike critical does triple damage You recover from wounds and injury faster than normal. 1d8 non-lethal damage with unarmed strike. You can turn corners without losing momentum. Pilot. NPC or Modern). or Sailor Dex 13+ required Run Profession: Driver 2 ranks Brawl Critical Brawl Knockout Punch Brawl Brawl Heal 2 ranks Brawl Profession Driver. Longarms.
. CAUTIOUS The character understands that delicate devices require a patient touch.FEATS BRAWL The character knows how to fight unarmed. COMPUTER CHARM Prerequisite: Knowledge (technology) 1 rank Benefit: Add Knowledge (technology) to Charisma checks. the character can install a “backdoor” to th e system. but once successfully installed it automatically defeats that systems’ security upon return trips. Benefit: You gain a +2 bonus to Knowledge (civics) and Knowledge (business) If you have 10 or more ranks in one of these skills. the bonus increases to +4 for that skill. When attempting to use a Charisma based skill such a Bluff. COMPUTER BACKDOOR Prerequisite: Knowledge (technology) 1 rank Benefit: Install a hidden computer code 12 After successfully breaking into a specific computer system. Writing and installing the program requires Knowledge (technology) check (see chart below). who will always be on the lookout for such invasions. COMPUTER CODE MONKEY Prerequisite: Knowledge (technology) 1 rank Benefit: Read and write computer code The character can understand both the nature of raw computer code and what the program is intended to accomplish when implemented. Intimidate. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. boardroom. A backdoor is a piece of code that makes it easier for the character to break into that particular system in the future. or Diplomacy in an online situation. Unarmed attacks nonlethal damage increases to 1d6 + Strength modifier. BUILDER The character can create useful items and structures with the right tools. Level of Security Minimum Average Exceptional Maximum DC 25 30 40 45 It is important to keep backdoors hidden from the system administrator. and sales floor of the business world. Benefit: You gain a +2 bonus on all Craft skill checks. and can make checks with those skills untrained. dealing greater damage with his hands and feet. Failure means the backdoor is discovered and will be deleted before the next time the character returns. A backdoor automatically allows the character entrance to a particular system. Benefit: You gain a +1 bonus on your CMB and CMD. the bonus increases to +4 for that skill. the character adds his Knowledge (technology) skill ranks as a bonus. but every time he uses it he must make an opposed Knowledge (technology) check against the administrator. Benefit: You gain a +2 bonus on Craft (explosives) and Disable Device If you have 10 or more ranks in one of these skills. BUSINESS SAVVY The character knows his way around the office.
an ear for music. he or she can take a standard action at any point along the vehicle's movement. the tracker follows the character’s false trail to an innocent internet address. strike at a foe. CREATIVE The character has an eye for art. COMPUTER STEALTH Prerequisite: Knowledge (technology) 1 rank Benefit: Hide from computer security When the character attempts to defeat computer security. Benefit: You gain a +2 bonus on all Perform skill checks. While operating a vehicle. With a successful DC 25 Knowledge (technology) check. Prerequisite: 1 rank in Profession (driver. the character can lay in a false trail. and can make checks with those skills untrained.FEATS On a successful Knowledge (technology) check (DC 10 + Knowledge (technology) skill modifier of the code’s author). If the trace fails by 10 or more points. Prerequisite: Brawl Benefit: The character's threat range on an unarmed strike improves to 19-20. the character can determine both the function of the program and any bugs or potential weak points in the design. If the trace fails by less than 10 points. and a gift to entertain. pilot. DRIVE-BY ATTACK CONFIDENT The character excels at Intimidation and Gambling. and then continue moving. you can move. the administrator is alerted only if the character fails his Knowledge (technology) check by 10 or more. CRITICAL BRAWL The character’s unarmed strikes have a higher threat range. the character imposes a –5 penalty on any attempt to trace him (as described in the Defend Security function of the Knowledge (technology) skill. 13 . If weak points are found. the bonus increases to +4 for that skill. the character gains a +2 insight bonus on Knowledge (technology) checks attempting to degrade the program COMPUTER FALSE TRAIL Prerequisite: Knowledge (technology) 1 rank Benefit: Implement a computer false trail. or sailor) Benefit: If the character is the operator of the vehicle. When covering his electronically tracks through the internet. Benefit: You gain a +2 bonus on Intimidate and Profession (gamble) If you have 10 or more ranks in one of these skills. Normal: A character without this feat threatens a critical hit with an unarmed strike only on a 20. the tracker realizes the trail is bogus and gives up.
Benefit: You gain +2 bonus on Appraise and Perception If you have 10 or more ranks in one of these skills. the character can force another vehicle to a stop. and can make checks with those skills untrained. IMPROVED BRAWL The character knows how to fight unarmed. dealing greater damage with his hands and feet. ELUSIVE TARGET +4 dodge bonus to AC against ranged attacks. GEARHEAD The character excels at working on electronic & mechanical items. the bonus increases to +4 for that skill. turn the other vehicle 90 degrees across the front of the characters. 14 . Normal: Without this feat. the character makes a Profession (driver) check opposed by the other driver. at stationary speed. Benefit: You gain +2 bonus on Knowledge (geography & nature) If you have 10 or more ranks in one of these skills. FORCE STOP When operating a vehicle. the character must have sufficient movement remaining to move a number of squares equal to the character's turn number.FEATS EDUCATED The character has received schooling on a variety of subjects. GUIDE The character knows the lay of the land. you can run or charge only in a straight line. Prerequisite: 2 ranks in Profession (driver) Benefit: When the character attempts a sideswipe stunt with a land based vehicle. The vehicles end their movement at that location. If the character succeeds. FLEET OF FOOT The character can turn corners without losing momentum. you can force the other vehicle to a stop by nudging it into a controlled sideways skid. the bonus increases to +4 for that skill. Benefit: You gain a +2 bonus on all Knowledge skill checks. and take their normal sideswipe damage. Prerequisite: Run Benefit: When running or charging. Prerequisite: Dex 13+ required Benefit: You gain a +4 dodge bonus to AC against ranged attacks. After succeeding on the check to attempt the sideswipe. FOCUSED The character is very perceptive and examines things closely. so that they form a tee. In addition to the normal requirements for attempting a sideswipe stunt. If you have 10 or more ranks in one of these skills. Move them forward a distance equal to the character's turn number. you can make a single direction change of 90° or less. Benefit: You gain a +2 bonus on Craft (electronic & mechanical). the bonus increases to +4 for that skill.
the character deals an extra 1d4 points of damage. 15 +2 bonus on all Linguistics and Perception checks Benefit: You gain a +2 bonus on Linguistics and Perception If you have 10 or more ranks in one of these skills. treat a successful attack as a critical hit. Normal: An unarmed strike critical hit deals double damage IMPROVED NATURAL HEA LING The character can recover from wounds and injury faster than normal. the bonus increases to +4 for that skill. the bonus increases to +4 for that skill.FEATS Prerequisite: Brawl Benefit: You gain a +2 bonus on your CMB and the character deals nonlethal damage equal to 1d8 + the character's Strength modifier. Prerequisite: Brawl Benefit: When making the character's first unarmed attack. unarmed strike that does some serious damage. the damage from a knockout punch is always nonlethal. KNOCKOUT PUNCH STUDIOUS The character can deliver a non-lethal. or 2 hit points per level per day for complete bed rest. . for a period of 8 hours of sleep. MEDICAL EXPERT The character has been trained in the areas of pharmaceuticals. Special: Even if the character has the ability to treat unarmed damage as lethal damage. Prerequisite: Critical Brawl Benefit: When the character scores a critical hit on an opponent with an unarmed strike. Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier. If you undergo complete bed rest (doing nothing for the entire day). Benefit: You recover 2 Hit Points per level. This damage is nonlethal damage. Benefit: You gain a +2 bonus on Craft (pharmaceutical) and Heal If you have 10 or more ranks in one of these skills. Normal: Normal natural healing is 1 hit point per level for 8 hours rest. NIMBLE The character is adept at slipping through bonds and hiding things in plain sight. IMPROVED CRITICAL BR AWL The character’s unarmed critical strikes deal extra damage. and the medical care of others. if the character makes a successful melee attack with an unarmed strike or a light weapon. the bonus increases to +4 for that skill. Benefit: You gain a +2 bonus on Escape Artist and Sleight of Hand If you have 10 or more ranks in one of these skills. the character deals triple damage. you recover 4 hit points per level per day. STREET FIGHTING +1d4 damage once per round with unarmed attack or a light weapon Prerequisite: Brawl Benefit: Once per round.
or sailor) Prerequisite: 1 rank in skill Profession (driver. receives a +2 dodge bonus to AC. pilot. UNBALANCE OPPONENT Opponent doesn't get to add Strength modifier to hit Prerequisite: Brawl 16 Benefit: You gain a +3 bonus to a Profession (driver. or sailor). a character can conduct field surgery with a successful Heal skill check.FEATS SURGERY Use the Heal skill to perform surgery. pilot. the bonus increases to +4 for that skill. pilot. the character's vehicle and everyone aboard. the bonus increases to +6 for that skill Prerequisite: 1 rank in skill Profession (driver. Prerequisite: 2 ranks in the skill Heal Benefit: With a surgery kit. Surgery requires 1d4 hours. with a successful skill check. TRUSTWORTHY +2 bonus on all Diplomacy checks and Bluff checks Benefit: You gain a +2 bonus on Diplomacy and Bluff If you have 10 or more ranks in one of these skills. the bonus increases to +4 for that skill. or sailor) Benefit: When operating a vehicle. or sailor). This will increase all vehicle base stats including the vehicle’s AC. The DC is 10 + 1 per d6 of healing The surgeon can restore up to the patient’s full normal total of hit points. That opponent doesn't get to add his or her Strength modifier to attack and damage rolls against the character. pilot. TRACKER +2 bonus to the Perception and Survival skill Benefit: You gain a +2 bonus to Perception and Survival If you have 10 or more ranks in one of these skills. or sailor) Prerequisite: Dexterity 13 Benefit: You can add your Dexterity modifier to Profession (driver. pilot. pilot. Benefit: During the character's action. the character designates an opponent. VEHICLE SPECIALIZATION +3 bonus on Profession (driver. add an additional hour for every point below 0 the patient has fallen. . Surgery can only be used successfully on a character once in a 24-hour period. Each 1d6 of healing adds a + 1 to the DC modifier. If you have 10 or more ranks in one of these skills. The character can select a new opponent on any action. VEHICLE DODGE +2 dodge to your vehicle’s Armor Class. VEHICLE EXPERT The character can add his Dexterity modifier to his Profession (driver. or sailor) in one make/model of vehicle. if the patient is at negative hit points.
Class Skills: You gain a +1 trait bonus on Diplomacy checks. archaeologists. students. Class Skills: You gain a +1 trait bonus on Knowledge (any) checks. swimmers. has been thrust into the spotlight of the public eye. service industry jobs. thrill-seekers. including gymnasts. relic hunters. radio and television personalities. and are gained at the same rate as the Pathfinder Role Playing Game core rules. More information on Traits can be found at Pathfinder Character Traits Web Enhancement. and Diplomacy is always a class skill for you Starting Wealth: 5d6 x $100 Fame Bonus: +5 17 . Class Skills: You gain a +1 trait bonus on Profession (any) checks. and teachers. and other jobs that are usually not considered to be desk jobs. for whatever reason. newscasters. and others called to face danger for a variety of reasons. and those who engage in any type of competitive sport. wrestlers. Actors. They provide a character with: a Class Skill and bonus. and Knowledge (any) is always a class skill for you Starting Wealth: 2d6 x $100 Fame Bonus: +1 ADVENTURER Adventurers include Big-game hunters. field scientists. explorers. weight trainers. martial artists. Class Skills: You gain a +1 trait bonus on Acrobatics checks. NPC or Modern). Class Skills: You gain a +1 trait bonus on Survival checks. postal workers. and Survival is always a class skill for you Starting Wealth: 3d6 x $100 Fame Bonus: +1 Blue collar occupations include factory work.TRAITS TRAITS Traits are “Campaign Traits” for the modern character. professors. construction. and more fall under this starting occupation. (Fantasy. scholars.com/pathfinderRPG/resources ACADEMIC ATHLETE Athletes include amateur athletes of Olympic quality and professional athletes of all types. entertainers of all types. taxi drivers. and a Fame bonus. starting wealth. and Profession (any) is always a class skill for you Starting Wealth: 3d6 x $100 Fame Bonus: +1 CELEBRITY A celebrity is anyone who. boxers. http://paizo. food service jobs. and Acrobatics is always a class skill for you Starting Wealth: 4d6 x $100 Fame Bonus: +1 BLUE COLLAR Academics include librarians. skaters. Traits can be used by any class.
Along the way. Class Skills: You gain a +1 trait bonus on Knowledge (business) checks. Class Skills: You gain a +1 trait bonus on Knowledge (streetwise) checks. musicians. This includes con artists. working odd jobs until boredom or fate leads them elsewhere. photographers. Hazardous Material handlers fall under this category. Class Skills: You gain a +1 trait bonus on Heal checks. Class Skills: You gain a +1 trait bonus on Craft (any) checks. bank robbers. sculptors. and getting a new venture off the ground. copywriters. and Craft (any) is always a class skill for you Starting Wealth: 1d6 x $100 Fame Bonus: +1 18 . EMT. thieves. game designers. gang members. Class Skills: You gain a +1 trait bonus on Perform (any) checks. crime family soldiers. they learn strange customs and pick up interesting and diverse skills. actors.TRAITS CREATIVE The creative starting occupation covers artists of all types who fan their creative spark into a career. novelists. Illustrators. gathering resources. cartoonists. Firefighters. magazine columnists. and Heal is always a class skill for you Starting Wealth: 3d6 x $100 Fame Bonus: +1 ENTREPRENEUR These small to large business owners have a knack for putting together business plans. and Knowledge (streetwise) is always a class skill for you Starting Wealth: 4d6 x $100 Fame Bonus: +1 Tactical Rescue. and other types of career criminals. and web designers all fall under this occupation. screenwriters. and Knowledge (business) is always a class skill for you Starting Wealth: 5d6 x $100 Fame Bonus: +2 DRIFTER Drifters are aimless wanderers who move between cities and countryside. graphic artists. burglars. and Perform (any) is always a class skill for you Starting Wealth: 2d6 x $100 EMERGENCY SERVICES Fame Bonus: +1 CRIMINAL This illicit starting Trait reveals a background from the wrong side of the law.
criminal profilers. Class Skills: You gain a +1 trait bonus on Perception checks. and Knowledge (religion) is always a class skill for you Starting Wealth: 1d6 x $100 Outcast is not so much an occupation as a forced way of life. and others who use their skills to gather evidence and analyze clues. federal agents. and Knowledge (tactics) is always a class skill for you 19 . and military police. as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. and Sense Motive is always a class skill for you Starting Wealth: 3d6 x $100 Starting Wealth: 4d6 x $100 Fame Bonus: +1 Fame Bonus: +1 RELIGIOUS Ordained clergy of all persuasions. and Stealth is always a class skill for you MILITARY Military covers any of the branches of the armed forces. Outcasts lurk on the fringes of civilization. state troopers. including Army. federal police. police detectives. Air Force. private investigators. and Marines. and Diplomacy is always a class skill for you Starting Wealth: 10d6 x $100 Starting Wealth: 3d6 x $100 Fame Bonus: +2 Fame Bonus: +1 INVESTIGATIVE OUTCAST There are a number of jobs that fit within this occupation. Class Skills: You gain a +1 trait bonus on Diplomacy checks. espionage agents. outcasts are lone pariahs or shunned members of a culture whose customs or characteristics society finds deviant or abhorrent. Class Skills: You gain a +1 trait bonus on Sense Motive checks. Navy. Class Skills: You gain a +1 trait bonus on Knowledge (tactics) checks. and Perception is always a class skill for you Starting Wealth: 4d6 x $100 Fame Bonus: +1 Fame Bonus: +1 LAW ENFORCEMENT Law enforcement personnel include uniformed police. Class Skills: You gain a +1 trait bonus on Stealth checks. photojournalists. SWAT team members. criminologists. including investigative reporters.TRAITS HEIR Heirs are the elite sons and daughters of powerful magnates. Persecuted and exiled for being different. and imperial monarchs. Class Skills: You gain a +1 trait bonus on Knowledge (religion) checks. influential nobles.
their endeavors might even yield one or two objects of special value. clerks. insurance agents. and Disable Device is always a class skill for you Starting Wealth: 1d6 x $100 Fame Bonus: +1 TECHNICIAN Scientists and engineers of all types fit within the scope of this starting occupation. and their playgrounds are abandoned gutted buildings. and if they’re lucky. accountants. and Handle Animal is always a class skill for you Starting Wealth: 3d6 x $100 Fame Bonus: +1 SCAVENGER Scavengers turn society’s wreckage and discarded trash into useful tools or items for trade. financial advisors. tax preparers. and others who make a living in rural communities fall under this category. sales personnel. desk jockeys. and a variety of mid-level managers’ fall within the scope of this starting occupation. hunters. lawyers. They effortlessly navigate and strip clean the most treacherous places. and Diplomacy is always a class skill for you Starting Wealth: 5d6 x $100 Fame Bonus: +1 20 . Class Skills: You gain a +1 trait bonus on Diplomacy checks. real estate agents.TRAITS RURAL Farm workers. Class Skills: You gain a +1 trait bonus on Craft (any) checks. and Craft (any) is always a class skill for you Starting Wealth: 4d6 x $100 Fame Bonus: +1 WHITE COLLAR Office workers. bank personnel. Class Skills: You gain a +1 trait bonus on Handle Animal checks. Class Skills: You gain a +1 trait bonus on Disable Device checks.
Role: Any Alignment: Any Hit Dice: D6 Class Skills: Any 6 Skill Ranks per Level: 2 + Intelligence Modifier Starting Wealth: 1d6 x $100 Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 AC Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 Feats 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 Special Talent Training Talent Training Talent Training Talent Training Talent Training Talent Training Talent Training Talent Training Talent Training Talent Training 21 . Disadvantages and Archetypes are added to fill the Hero with depth and richness. The possible combinations are vast. and the player is sure to find just the right build to fit nearly any character concept. The Modern Hero comes from many different walks of life. with optional Difficulties and Archetypes. Each Modern Hero is unique and custom-made. This base class is the foundation. They are further defined by Skills. Traits.MODERN HERO BASE CLASS MODERN HERO BASE CLA SS Description: The Modern Hero Base Class is the framework upon which all modern characters are built. and Talents. and like transparency layers. Feats.
New Rules). regardless of Backgrounds or Archetypes. and the chosen ability modifier is added to the total number of Hero Points. The Modern Hero then chooses any ability to be associated with his Hero Points. The Game Master may allow you to take more if warranted. HEROICS The Modern Hero class uses a customized version of the Hero Point optional rules from the Pathfinder Advanced Player's Guide (Chapter 8. ARCHETYPES This is the Hero’s primary career. The Modern Hero class begins with 1 Hero Point and gains 1 Hero Point per level. An st Archetype must be chosen at 1 level. and save progressions. These are similar to flaws but are designed for the Modern Hero and will grant them a bonus Talent or Feat. It is possible to gain Training abilities from another archetype by taking the “Cross Training” Talent. Talents are available to the Modern Hero class. These are optional. WEAPON PROFICIENCY Simple Weapons TALENTS Characters get one Talent at 1 level and then one additional Talent every other level. Hero Points that are spent in the normal fashion (Bonuses. ARMOR CLASS BONUS The Modern Hero receives a +1 deflection bonus to AC every other level. the ability cannot be later changed. Hero Points = 1 + (chosen ability modifier) + level. and you may choose up to two Difficulties at first level. Cheat Death. The Modern Hero can spend a number of Hero Points each round equal to the number of standard actions he can perform.MODERN HERO BASE CLASS CLASS FEATURES The following are class features of the Modern Hero. st TRAINING These are special abilities associated with the Hero’s Archetype. DIFFICULTIES All Heroes have their issues. even those without an Archetype.etc. and cannot be changed as higher levels are achieved. base attack. An Archetype Training slot can also be used to gain a Talent and/or Feat. will be permanently lost as per standard rules..). which supersede those of the Modern Hero Base Class.. Hero Points that are used for Talents or Archetype Training abilities can be replenished after 8 hours of complete rest. 22 . for each Difficulty that is taken on. Once chosen. Each Archetype has different hit dice. This will open up the Training tree of that Archetype to the Hero. offering further specialization and customization. in its place. Archetypes also have unique Training abilities. Extra Actions.
he can target one additional individual with this ability. Each individual within range receives a Will save (DC 10 + 1/2 the Hero’s level + the Hero’s Cha modifier) to negate the effect. ACID RESISTANCE Acid Resistance equal to your Constitution modifier Prerequisite: None Benefit: The hero ignores an amount of Acid damage equal to his or her Constitution modifier. such as Perception checks. Prerequisite: None Benefit: The Hero designates two non-class skills to be a class skill. The Hero must also be able to see the individuals affected. This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. ATTACK BONUS The Hero receives an Attack Bonus Prerequisite: None Benefit: The Hero gains a +1 to his Base Attack Bonus. For every Hero Point spent. If it’s saving throw fails. AWARE The Hero gains a bonus on all Intelligence based skills Prerequisite: None Benefit: The Hero gains +2 to all Intelligence based skills. If a individual’s saving throw succeeds. the individual sits quietly and observes the Hero. . such as someone drawing st This Talent designates two non-class skills as a class skill for the Hero. ARMOR CLASS DODGE The Hero receives a dodge bonus to his Armor Class Prerequisite: None Benefit: The Hero gains +1 dodge to Armor Class. Once designated. 23 Each individual to be Captivated must be within 90 feet. The distraction of nearby combat or other dangers prevents the ability from working. This Talent can be taken again and stacked. a target takes a –4 penalty on skill checks made as reactions. This Talent can be taken again and stacked. While Captivated. and capable of paying attention to him. with him.TALENTS BONUS CLASS SKILL TALENTS Characters get one Talent at 1 level and then one additional Talent every other level. the skill is considered a permanent class skill. Any potential threat to the target allows the target to make a new saving throw against the effect. the Hero cannot attempt to Captivated that individual again for 24 hours. (see Conditions in the Pathfinder Role Playing Game Core Book). Any obvious threat. Talents are available to all Modern Heroes. CAPTIVATE The Hero can fascinate a target through the use of words and bearing Prerequisite: Dazzle Benefit: The Hero can use a Hero Point to cause one or more individuals to become fascinated. even those without an Archetype. able to see and hear the Hero.
An affected ally receives a +1 bonus on attack rolls and damage rolls. the individual is under the effect “Confused”. treating all individuals as enemies. If a individual’s saving throw succeeds. and capable of paying attention to him. this bonus increases by +1. The Hero must also be able to see the individuals affected. For every Hero Point spent. or aiming a weapon at the target. Coordinate is a mind-affecting ability. Each individual within range receives a Will save (DC 10 + 1/2 the Hero’s level + the Hero’s Cha modifier) to negate the effect. COORDINATE The Hero has a knack for getting people to work together Prerequisite: None Benefit: The Hero can use his Hero Points to coordinate his allies (including himself). A confused individual is mentally befuddled and cannot act normally. Captivate is a mind-affecting ability. COOL UNDER PRESSURE This Talent allows the Hero to take 10. it attacks the individual that last attacked it until that individual is dead or out of sight. Prerequisite: None Benefit: The Hero can spend one Hero Point and take 10 even when distracted or under duress. even when distracted or under duress. able to see and hear the Hero. For every Hero Point spent. COLD RESISTANCE The Hero gains Cold Resistance Prerequisite: None Benefit: The Hero ignores an amount of cold damage equal to his or her Constitution modifier. 24 This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. . CHARMING The Hero gains a bonus on all Charisma-based skills Prerequisite: None Benefit: The Hero gains +2 to all Charisma based skills. the Hero cannot attempt to Confuse that individual again for 24 hours.TALENTS a weapon. If a confused individual is attacked. he can target one additional individual with this ability. automatically breaks the effect. Confusion is a mind-affecting ability. This Talent can be taken again and stacked. Each individual to be Confused must be within 90 feet. an ally must be able to perceive the Hero. If it’s saving throw fails. A confused individual cannot tell the difference between ally and foe. If an ally is from the same Faction the bonus increase to +2 This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. CONFUSION The Hero’s target becomes Confused Prerequisite: None Benefit: The Hero can use a Hero Point to cause one or more individuals to become Confused with him. The distraction of nearby combat or other dangers prevents the ability from working. improving their attack and damage rolls. To be affected.
and Survival checks against this Faction. but not maintain. Likewise. Prerequisite: None Benefit: A Hero can avoid unusual attacks with great agility. He gains a +2 bonus on Bluff. This may be taken multiple times to access another Archetype’s Training abilities. To be affected.TALENTS CROSS TRAINING The Hero gains access to another Archetype’s Training abilities. Prerequisite: None Benefit: The Hero may use a Training slot to gain access to another Archetype’s Training abilities. This effect lasts for 1 round per level of the Hero and is a standard action to initiate. Sense Motive. Prerequisite: None Benefit: The Hero ignores an amount of electricity damage equal to his or her Constitution modifier. Benefit: The Hero gains +2 to all Constitution based skills. A Hero may make Knowledge skill checks untrained when attempting to identify this Faction. EVASION Succeed a Reflex save for 1/2 damage. he gets a +2 bonus on weapon attack and damage rolls against them. the effect is an additional -1. Prerequisite: None Prerequisite: Fast Talk Benefit: The Hero can use his Hero Points to dazzle an opponent. A dazzled individual takes a –1 penalty on attack rolls and sight-based Perception checks. Dazzle is a mind-affecting ability. This Talent can be taken again and stacked. ELECTRICITY RESISTAN CE The Hero has built up a resistance to electrical damage. DAZZLE The Hero is able to dazzle an opponent. For every Hero Point spent. ENEMY FACTION The Hero has a hated Faction Prerequisite: None Benefit: A Hero selects an enemy Faction. an opponent must be able to perceive the Hero. ENDURANCE The Hero gains a bonus on all Constitution based skills 25 . you take none. This Talent can be taken again and stacked. EMPATHY The Hero gains a bonus on all Wisdom based skills Prerequisite: None Benefit: The Hero gains +2 to all Wisdom based skills. Perception. Knowledge.
Benefit: The Hero gains +2 to all Strength based skills. Perception. and Sense Motive skill checks when he is dealing with a chosen Faction. Prerequisite: None Benefit: The Hero can use Hero Points in place of Prestige Points to gain Faction restricted armor. the Hero gains an additional Archetype Training ability of his choice. This effect lasts for 1 round per level of the Hero and is a standard action to initiate. Prerequisite: None Benefit: For one Hero Point spent. Prerequisite: None Benefit: For one Hero Point spent. EXTRA TRAINING With this Talent. she instead takes no damage. EXTRA FEAT The Hero may select an additional Feat Prerequisite: None Benefit: The Hero can choose a Feat in place of a Talent. the Hero gets to include his Intelligence bonus with their Strength or Dexterity bonus on attack and damage rolls. Prerequisite: None Benefit: The Hero gains a +2 bonus on Bluff. FAST-TALK The Hero has a way with words when attempting to con and deceive. FAST The Hero gains a bonus on all Dexterity based skills Prerequisite: None Benefit: The Hero gains +2 to all Dexterity based skills. in a higher power. Diplomacy. A helpless Hero does not gain the benefit of evasion. the Hero gets to include his Wisdom modifier to any one die roll. FAVORED NETWORK 26 . EXTREME EFFORT The Hero gains a bonus on all Strength based skills Prerequisite: None The Hero may select a type of Faction or social network that he specializes in. or weapons. Evasion can be used only if the Hero is wearing light armor or no armor. This Talent can be taken again and stacked. or in an ideal.TALENTS If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. Prerequisite: None Benefit: The Hero can choose Archetype Training ability in place of a Talent. EXPLOIT WEAKNESS The Hero adds his Intelligence bonus to his Strength or Dexterity bonus on attack rolls. Intimidate. gear. but not maintain. This Talent can be taken again and stacked. It might be faith in oneself. Knowledge (associated with choice). Linguistics. FAITH The Hero has a great deal of faith.
This allows a Hero to ignore some of an object's hardness when making a melee attack to break it. bolstering them and improving their chances of success. Prerequisite: None Benefit: The Hero can use his Hero Points to inspire his allies (including himself). INCREASED SPEED The Hero’s base speed increases Prerequisite: None Benefit: The Hero can increase his or her natural base speed. HEROIC SURGE The Hero can take an extra move action or standard action. improving their saving throws and temporary Hit Points. the Hero gets ignores 2 points of an object's hardness. If an ally is from the same Faction the bonus increase to +2 This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. To be affected. this bonus increases by +1. Prerequisite: None Benefit: The Hero can get a hunch that everything is all right. Prerequisite: None Benefit: One Hero Point will grant one extra move action or standard action in a round. an ally must be able to perceive the Hero. INTUITION The Hero has the ability to sense trouble in the air. This Talent can be taken again and stacked. For every Hero Point spent. 27 . IGNORE HARDNESS The Hero can ignore a portion of an object's hardness Prerequisite: None Benefit: The Hero has an innate talent for finding weaknesses in objects. An affected ally receives a +1 bonus on saving throws and a +1 temporary Hit Point. The Hero's base speed increases by 5 feet. either before or after the Hero's regular actions. For one Hero Point spent. or gets a bad feeling about a specific situation. FIRE RESISTANCE The Hero has built up a resistance to fire damage. Prerequisite: None Benefit: The Hero ignores an amount of fire damage equal to his or her Constitution modifier.TALENTS FEARLESS The Hero gains a bonus on Will saves Prerequisite: None Benefit: The Hero gains a +4 morale bonus on Will saves to resist fear and Intimidate checks. INSPIRATION The Hero can inspire his or her allies. Inspiration is a mind-affecting ability.
even if the skill normally requires him to be trained. Prerequisite: None Benefit: The Hero can use any skill. Benefit: The Hero can spend 1 Hero Point and make an extra attack against an opponent who has just been struck. (including himself).TALENTS For one Hero Point spent. JACK OF ALL TRADES Use any skill. this bonus increases by +1. an ally must be able to perceive the Hero. Prerequisite: None Benefit: The Hero receives a +1 bonus to any melee damage. from being surprised. The Hero may use his Perception bonus in place of his Appraise or Sense Motive bonus whenever making an Appraise or Sense Motive check. OPPORTUNIST The Hero can make an attack against an opponent who has just been struck Prerequisite: None To be affected. even if the skill normally requires him to be trained. Prerequisite: None Benefit: The Hero can hide the fact that they belong to a Faction. PLAN The Hero can develop a plan of action to handle the situation Prerequisite: None Benefit: The Hero can use his Hero Points to develop a plan of action for his allies (including himself). LOW PROFILE This Talent allows the Hero to hide any Faction association. This is a free action that can be used when a surprise is rolled. the Hero can prevent. but can be taken again for another faction. For every Hero Point spent. This applies only to one Faction. If an ally is from the same Faction the bonus increase to +2 This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. This Talent can be taken again and stacked. Plan is a mind-affecting ability. improving their Initiative rolls and skill checks. An affected ally receives a +1 bonus on skill checks and a +1 bonus on Initiative rolls. MELEE SMASH The Hero has an innate talent that increases melee damage. 28 . PERSPICACITY This Talent allows the Hero to use Perception in place of Appraise or Sense Motive Prerequisite: None Benefit: This Talent represents the Hero’s mastery of studying details and using them to draw conclusions about the bigger picture.
he can target one additional individual with this ability. with your GM approval.TALENTS QUANTUM TALENT The Hero can use another game source ability. If a individual’s saving throw succeeds. This may be taken multiple times. Shaken is a mind-affecting ability. If the Hero is brought below 0 hit points but not killed. 29 . and ability checks. Prerequisite: Special Benefit: The Hero may use a Talent slot to buy any ability form any OGL gaming source. A shaken individual takes a –2 penalty on attack rolls. able to see and hear the Hero. the individual is under the effect “Shaken”. skill checks. Each individual within range receives a Will save (DC 10 + 1/2 the Hero’s level + the Hero’s Cha modifier) to negate the effect. for one Hero Point spent. The game master has final approval for this talent. and capable of paying attention to him. the Hero cannot attempt to Shaken that individual again for 24 hours. If it’s saving throw fails. RAGE Prerequisite: None Benefit: The Hero gains the Rage class feature. More information on Rage can be found in the Pathfinder Roleplaying Game: Core Rules REMAIN CONSCIOUS The Hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. SHAKEN The Hero’s target becomes Shaken Prerequisite: Confusion Benefit: The Hero can use a Hero Point to cause one or more individuals to become Shaken. This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. Prerequisite: None Benefit: The Hero’s Fame increases by +3. The Hero must also be able to see the individuals affected. RENOWN The Hero’s Fame is increased. For every Hero Point spent. he can fight on for one more round. saving throws. Each individual to be Shaken must be within 90 feet.
the Hero cannot attempt to taunt that individual again for 24 hours.TALENTS TAUNT The Hero’s target becomes staggered. This effect lasts for 1 round per level of the Hero and is a standard action to initiate but not maintain. able to see and hear the Hero. Each individual to be Taunted must be within 90 feet. For every Hero Point spent. Prerequisite: None Benefit: The Hero can use a Hero Point to cause one or more individuals to become “staggered”. A staggered individual may take a single move action or standard action each round (but not both. WINDFALL The Hero’s Wealth increases. The Hero must also be able to see the individuals affected. he can target one additional individual with this ability. and capable of paying attention to him. A staggered individual can still take swift and immediate actions. The distraction of nearby combat or other dangers prevents the ability from working. If it’s saving throw fails. Taunt is a mind-affecting ability. Prerequisite: None Benefit: The Hero’s starting Wealth increases by x2 30 . the individual is under the effect “staggered”. If a individual’s saving throw succeeds. Each individual within range receives a Will save (DC 10 + 1/2 the Hero’s level + the Hero’s Cha modifier) to negate the effect. nor can he take full-round actions).
the Hero acts as under the influence of the rage and confusion spells. COMBAT PARALYSIS Penalty: The Hero must make a Willpower save (DC 10 + Number of Opponents). The afflicted Hero cannot use any prior contacts and takes a -4 penalty to all social skills. COWARD Penalty: The Hero suffers a -4 to his Intimidate skill. in return it provides an additional Talent selection. DC 10 + (GM determines). 31 . Cure: 2 consecutive save AMNESIA Penalty: The Hero cannot remember his personal history. For each Difficulty chosen. ALLERGY Penalty: Choose something the Hero is allergic to. Normally a character will start with no more than two difficulties. Anytime he is faced with danger. BLIND Penalty: The Hero suffers the effects of the Condition. the Hero must make a Willpower save every hour at a DC 10 +1 (per hour). If the save fails. It is up to the GM to allow more. Save: Fortitude DC 12 Onset: 1 minute. ABSENT-MINDED Penalty: The Hero takes a -2 penalty on Intelligence based ability and skill checks. Blinded. the Hero become Panicked. and treat it as a poison. there is however. BROKE Penalty: The Hero's starting wealth is decreased by 3/4.DIFFICULTIES DIFFICULTIES Difficulties are character flaws that a Modern Hero may take on. Type: Poison. a price to pay. (Some characters are amorous to members of the opposite gender. During stressful situations. he must make a Fear (Willpower) Save. He takes a -4 penalty on Diplomacy skill checks. he must make a Willpower save DC 10 + (DM determines). The Hero also loses ¼ his starting wealth due to cost of the Addiction. Frequency: 1/minute for 6 minutes Effect: 1d4 Con damage. without the dependent item. others to members of the same gender and/or both. ADDICTION Penalty: If the dependent item is unavailable.) ANGER MANAGEMENT Penalty: The Hero is aggressive and loses his temper easily. If the save fails. BAD LUCK Penalty: The Hero suffers a -1 to all saving throws. AMOROUS Penalty: Heroes with this difficulty suffer a -4 to any mind effecting abilities from members of a chosen gender. (see conditions). in order to enter combat. the Hero may choose one additional Talent. or become Panicked (see conditions).
32 . LAZY Heroes with this Difficulty have a BIG BOOK of EXCUSES. DULL SENSES Penalty: The Hero suffers a -4 penalty to initiative checks. KLUTZ INFAMY Penalty: The Hero's Fame increases by +4. and cause of the Dark Secret. each day. effects. CURIOSITY Penalty: The Hero suffers a -4 to any mind effecting forces and/or abilities.DIFFICULTIES CRUDE Penalty: The Hero suffers a -2 penalty on Charisma based ability and skill checks. (see conditions). Every time the Hero gains a level. to see if hunter has found him. the Hero will have to make a Will Save at DC 10+ (DM determines). DEAF Penalty: A Deafened Hero cannot perceive anything with his auditory sense. . Anytime a curious situation arises. Penalty: The Hero can only use 1 Hero Point each round. at all. but in a bad way. You must make a Willpower save (DC 10 + 1 per day of not stealing). Every time the Hero gains a level. He takes a -1 penalty on Charisma based abilities and skill checks and his Fame decreases by 2 Penalty: The Hero takes a -2 penalty on Dexterity based ability and skill checks. Your Faction dislikes you and will not work with you. the Hero must steal something of value that day. or become Fascinated. Your Prestige Points cannot be used or spent. The Hero automatically fails Perception checks based on sound. if the check fails the Dark Secret is uncovered. and takes a 4 penalty on Perception checks. DARK SECRET KLEPTOMANIAC Penalty: The Hero suffers from something detrimental in his past. ILLITERATE Penalty: This unfortunate Hero cannot read and cannot use any ability that requires the ability to read. HUNTED LIAR Penalty: Heroes with this Difficulty have someone (or something). so they are not inclined to do anything productive or contributory. Penalty: The Hero can't tell the truth about anything. Penalty: The Hero just cannot seem to keep his hands off other people's stuff. to do them harm. If the save fails. he must make a Fame check (DC 10 + Fame). The GM must approve the conditions. after them. he must make a Fame check (DC 10 + Fame).
OBSESSED Penalty: The Hero cannot stop thinking about something and/or someone. PARANOID Penalty: The Hero believes. UNATTRACTIVE Penalty: The Hero is physically unattractive and has a -8 to all Charisma based checks when someone can see him. or become Panicked (see conditions). Penalty: The Hero suffers a -2 penalty on Constitution based ability and skill checks. or the Hero must stop whatever he is doing and find the object of his desire. He cannot use any ability that requires verbal communication. LOW PAIN THRESHOLD Penalty: The Hero gains two less Hit Points per level than normal (to a minimum of 1) MUTE Penalty: The afflicted Hero cannot speak or use his vocal abilities in any way. If he encounters or experiences the Phobia. Fear at a DC of 10+ (GM determines severity). PHOBIA Penalty: Something frightens the Hero. he must make a Willpower check vs. SOCIALLY AWKWARD Penalty: The Hero takes a -2 penalty on Charisma based ability and skill checks. Each day he must make Willpower save at 10+ (GM determines severity). WEAK STOMACH 33 . Until he has found the object. NO CLASS Penalty: The Hero cannot take an Archetype. and his Fame decreases by 1.DIFFICULTIES LIGHTWEIGHT Penalty: The Hero takes a -2 penalty on Strength based ability and skill checks. irrationally. The Hero suffers a -2 penalty on Will saves and -1 on Charisma-based skill checks. but gains an extra Talent and an extra Feat. that something or someone is out to get him. he suffers the condition: Manic (see conditions).
armor. but are based in technology rather magic. base attack. The Engineer must have the appropriate craft skill to create the item. Engineered Special Abilities are the same as Magic items Special Abilities.ARCHETYPES & TRAINING ARCHETYPES & TRAINING An Archetype modifies the Modern Hero base class. You can also mend a broken Special Abilities items if it is one that you could make. This permanent effect. The weapon. each has its own special Training abilities. suit of armor. An Archetype can be chosen at 1 level. Any Archetype Training slot can also be used to gain a Talent in its place. and saving through advancement. or shield to be enhanced must be a masterwork item that you provide. takes 1 day for each $10. It alters the number of skill points per level. These effects can be applied to any sort of items including weapons and armor. hit dice. or shield. Engineered Special Abilities items are considered non-magical. you must use up raw materials costing half of this total price. Also keep in mind the fantasy to modern money quick conversion is: 1 silver piece is to 1 US dollar.000 in the price of its Special Abilities feature. To create a weapon. Its cost is not included in the above cost. For more information see the Pathfinder Role Playing Game Core Rules: Magic Item Creation. Doing so costs half the raw materials and half the time it would take to craft that item in the first place. More information on Archetypes can be found in the Pathfinder Roleplaying Game: Advanced Player's Guide ENGINEER Skill Points per Level: 7+ Int modifier Hit Dice per Level: d6 ENGEINEER ADVANCMENT Base Attack Fort Level Bonus Save 1st 0 +1 2nd +1 +2 3rd +1 +2 4th +2 +2 5th +2 +3 6th +3 +3 7th +3 +4 8th +4 +4 9th +4 +4 10th +5 +5 11th +5 +5 12th +6/+1 +6 13th +6/+1 +6 14th +7/+2 +6 15th +7/+2 +7 16th +8/+3 +7 17th +8/+3 +8 18th +9/+4 +8 19th +9/+4 +8 20th +10/+5 +9 st TRAINING ADVANCED ENGINEERING Prerequisite: Mastercraft Benefit: An Engineer knows how to create an item with a Special Ability. Example: 1 gold piece is equal to 10 US dollars Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 34 .
a suit of armor becomes a masterwork suit of armor. cutting the repair time increases the Craft check DC by 5. This can be taken again. the Engineer reduces the time usage by 1/4. A normal firearm becomes a masterwork firearm. lasts for a number of rounds equal to the Engineer's ranks in the Craft skill used. By spending one Hero Point and combining common objects with a Craft check that corresponds to the function desired. The Engineer must have the appropriate craft skill to upgrade the item. If the Engineer uses a kit he receives an additional +2 bonus to skill checks. It takes a full-round action to make an object with engineering improvisation. It can't be repaired. special tools. . 35 Benefit: An Engineer learns how to temporary improve an item with a Special Ability. MASTERCRAFT Prerequisite: None Benefit: An Engineer can convert a non-masterwork item into its masterwork equivalent. before it breaks down. IMPROVISED TOOL MASTER Prerequisite: None Benefit: An Engineer does not need a tool kit for any of his Craft skills. When using any Craft skill. RECONFIGURE However. Electronic devices. when put into use. The Engineer gains a point in Fame with any Faction of his choosing.ARCHETYPES & TRAINING BREAKTHROUGH Prerequisite: None Benefit: An Engineer receives credit for an engineering breakthrough that earns him or her recognition of his or her peers. mechanical devices. the Engineer reduces the time usage by 1/2. IMPROVED QUICK CRAFT Prerequisite: Mastercraft Prerequisite: Quick Craft Benefit: An Engineer learns how to craft objects more quickly than normal. and more can be built with engineering improvisation. When using any Craft skill. etc. ENGINEERING IMPROVISATION Prerequisite: None Benefit: An Engineer gains the ability to improvise solutions using common objects and engineering know-how. The Engineer must spend 1 hour working with the item to upgrade it. weapons. QUICK CRAFT Prerequisite: None Benefit: An Engineer learns how to craft objects more quickly than normal. This ability lets the Engineer create objects in a dramatic situation quickly and cheaply. but that have a limited duration. The object. the Engineer can build a tool or device to deal with any situation. a set of tools becomes masterwork tools.
but are based in technology rather magic.ARCHETYPES & TRAINING Engineered Special Abilities are the same as Magic items Special Abilities. For a temporary disabling effect. 36 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 . SABOTAGE Prerequisite: Mastercraft Benefit: An Engineer learns how to disable an item with a Special Ability. These effects can be applied to any sort of items including weapons and armor. Engineered Special Abilities items are considered non-magical. The cost is 1 Hero Point per “price +” of the item. but are based in technology rather magic. For a permanent disabling effect. Engineered Special Abilities items are considered non-magical. INFILTRATOR Skill Points per Level: 8+ Int modifier Hit Dice per Level: d8 INFILTRATOR ADVANCMENT Base Attack Fort Level Bonus Save 1st +0 +0 2nd +1 +0 3rd +2 +1 4th +3 +1 5th +3 +1 6th +4 +2 7th +5 +2 8th +6/+1 +2 9th +6/+1 +3 10th +7/+2 +3 11th +8/+3 +3 12th +9/+4 +4 13th +9/+4 +4 14th +10/+5 +4 15th +11/+6/+1 +5 16th +12/+7/+2 +5 17th +12/+7/+2 +5 18th +13/+8/+3 +6 19th +14/+9/+4 +6 20th +15/+10/+5 +6 TRAINING CONTACTS Prerequisite: None Benefit: The Infiltrator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. the Engineer gets a +1 bonus on any craft skill checks. The Infiltrator can use Hero Points in place of Prestige Points when dealing with criminal Factions. These effects can be applied to any sort of items including weapons and armor. This effect lasts for 1 round per level of the Engineer and is a standard action to initiate. Engineered Special Abilities are the same as Magic items Special Abilities. the effect last for 1 round per level of the Engineer. the Engineer must spend 1 hour working with the item to disable it. but not to maintain. UNFLUSTERED Prerequisite: None Benefit: For one Hero Point spent. The effect last for 1 round per level of the Engineer. The Engineer must spend 1 hour working with the item to temporary upgrade it. This temporary effect. the cost is 1 Hero Point per “price +” of the item. The Engineer must spend 1 round working with the item to disable it.
THOUSAND FACES Prerequisite: Covert Attack . This effect lasts for 1 round per level of the Infiltrator and is a move action to initiate but not to maintain.ARCHETYPES & TRAINING COVERT ATTACK Prerequisite: None Benefit: The Infiltrator gains the Rogue’s Sneak Attack class feature. UP MY SLEEVE Prerequisite: None Benefit: The Infiltrator becomes a master at hiding weapons on his body. he can hide himself from view in the open without having anything to actually hide behind. This bonus increases by +1 every two levels. the Infiltrator can successfully emulate another Faction. ROGUE TRAINING Prerequisite: None Benefit: Prerequisite: None Benefit: The Infiltrator gains access to the Rogue Talents class feature. He cannot. He adds his level to all Sleight of Hand skill checks made to prevent others from noticing them. He still loses his Dexterity bonus to AC if immobilized. FORTUNE’S FAVOR Prerequisite: None Benefit: The Infiltrator cannot be caught flat-footed. 37 Benefit: The Infiltrator can use the Stealth skill even while being observed. even if the attacker is unseen. RESOURCES Prerequisite: None Benefit: The Infiltrator is considered to have considerable material resources either at hand or easily and cheaply acquired. This can be taken again to increase the d6 More information on Sneak Attack can be found in the Pathfinder Roleplaying Game Core Rules FALSE ALLEGIANCE Prerequisite: None Benefit: The Infiltrator can fits in with whatever group he chooses to be with. hide in his own shadow. The Infiltrator doesn’t need to spend Prestige Points to buy Faction restricted items. however. More information on Rogue Talents can be found in the Pathfinder Role-playing Game Core Rules POISON EXPERT Prerequisite: None Benefit: The Infiltrator is trained in the use of poison and cannot accidentally poison themselves when preparing a poison. The Infiltrator with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. For 1 Hero Point. As long as he is within 10 feet of some sort of shadow. The Infiltrator gains a +1 saving throw bonus against poisons.
Circumstances Every day since event (max modifier +10) Scene is outdoors Scene slightly disturbed Scene moderately disturbed Scene extremely disturbed Analyzing a clue is a full-round action. but the lab takes a –5 penalty on any necessary check. the evidence is usable by a crime lab. and whether or not the scene was disturbed. If the Investigator fails. INVESTIGATOR Skill Points per Level: 5+ Int modifier Hit Dice per Level: d6 INVESTIGATOR ADVANCMENT Base Attack Fort Level Bonus Save 1st +0 +0 2nd +1 +0 3rd +2 +1 4th +3 +1 5th +3 +1 6th +4 +2 7th +5 +2 8th +6/+1 +2 9th +6/+1 +3 10th +7/+2 +3 11th +8/+3 +3 12th +9/+4 +4 13th +9/+4 +4 14th +10/+5 +4 15th +11/+6/+1 +5 16th +12/+7/+2 +5 17th +12/+7/+2 +5 18th +13/+8/+3 +6 19th +14/+9/+4 +6 20th +15/+10/+5 +6 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 38 . It is modified by the time that has elapsed since the clue was left. the lab gains a +2 circumstance bonus on its checks to analyze the material. a crime lab analysis can be done. DC Modifier +2 +5 +2 +4 +6 Benefit: For one Hero Point spent. make a related Knowledge check (DC 15). COLLECT EVIDENCE Prerequisite: None Benefit: The Investigator can collect and prepare evidentiary material for a lab. To collect a piece of evidence. if the Investigator succeeds by 10 or more. the Infiltrator gets a +1 bonus on Knowledge (streetwise) checks. This effect lasts for 1 round per level of the Infiltrator and is a standard action to initiate but not to maintain.ARCHETYPES & TRAINING WORD ON THE STREET Prerequisite: None TRAINING ANALYZE CLUE Prerequisite: None Benefit: The Investigator can make a related Knowledge check to investigate a clue. On the other hand. If the Investigator succeeds. the lab analysis simply cannot be done. This function allows the Investigator to extract extra information from material he or she has found. The base DC to analyze a clue is 15. If the Investigator fails by 5 or more.
faction. uncover unintentional inaccuracies. How much information and help is up to the Game Master. The Investigator can use Hero Points in place of Prestige Points when dealing with Factions. but not maintain. The Investigator must be able to hear and understand what a individual is saying to discover any lies. DEDUCTION Prerequisite: Analyze Clue Benefit: An Investigator becomes so attuned at solving mysteries that he finds a way to put two and two together and rarely misses a clue. he will know if someone is knowingly lying. This information is under the discretion of the Game Master. This effect lasts for 1 round per level of the Investigator and is a standard action to initiate. For one Hero Point spent per target. If Fame is permanently lost.ARCHETYPES & TRAINING Collecting evidence generally takes 1d4 minutes per object and to fully examine a topic takes 1d4 hours. INTERROGATE Prerequisite: None Benefit: If the Investigator spends one Hero Point. including: alignment. A Investigator can use Disable Device to disarm any type of traps. For one Hero Point spent. This does not reveal the truth. by lying. the Investigator will not lose any of his Informants. you know if the target deliberately and knowingly speaks a lie by discerning disturbances in its body language caused 39 An Investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). NETWORKING Prerequisite: None Benefit: The Investigator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents. Prerequisite: None Benefit: The Investigator adds half his level (minimum 1) to Knowledge (streetwise) skill checks. archetype. Informants are NPCs that can provide information and help to the Investigator. the Investigator can know a specific piece of information from a clue or character. INFORMANTS PURSUE Prerequisite: Networking Benefit: The Investigator may have a number of individuals equal to his Fame as Informants. level etc. . or necessarily reveal evasions. TRAPFINDING Prerequisite: None Benefit: An Investigator gains the Trapfinding Rouge class ability.
000-49.000+ Condition Every three persons in the group being sought Per 24 Hrs the quarry has been missing or sought Tracked quarry "lies low" The individual being sought Fame WORD IN THE STREETS Prerequisite: None DC 5 10 15 20 25 30 DC Mod -1 +1 +5 -1 for each rank in Fame Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Benefit: For one Hero Point spent. 40 .000-499. the Investigator gets a +1 bonus on Knowledge (streetwise) checks.999 10.999 500.000-9. The DC check depends on the community population and the conditions: MARTIAL ARTIST Skill Points per Level: 4+ Int modifier Hit Dice per Level: d8 MARTIAL ARTIST ADVANCMENT Base Attack Fort Level Bonus Save 1st +0 +2 2nd +1 +3 3rd +2 +3 4th +3 +4 5th +3 +4 6th +4 +5 7th +5 +5 8th +6/+1 +6 9th +6/+1 +6 10th +7/+2 +7 11th +8/+3 +7 12th +9/+4 +8 13th +9/+4 +8 14th +10/+5 +9 15th +11/+6/+1 +9 16th +12/+7/+2 +10 17th +12/+7/+2 +10 18th +13/+8/+3 +11 19th +14/+9/+4 +11 20th +15/+10/+5 +12 TRAINING ANCESTOR TRAINING Prerequisite: Inner Power This effect lasts for 1 round per level of the Investigator and is a standard action to initiate. Benefit: The Martial Artist gains access to the Monk class features.000-99.000 2. More information on Monk class features can be found in the Pathfinder Role-playing Game Rules Population Fewer than 2.999 50. but not to maintain.999 100.ARCHETYPES & TRAINING URBAN TRACKING Prerequisite: None Benefit: The Investigator can use the skill: Knowledge (streetwise) in place of survival to track an individual in an urban setting.
For one Hero Point spent. Winds of Change: You may spend 1 Hero Point as an immediate action to deflect one missile weapon that round. IMBUE WEAPON Prerequisite: Inner Power and Stunning Arm Benefit: The Martial Artist may use any martial art weapons. nunchaku. 41 A Martial Artist applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows. quarterstaff. whether the attacks are made with an off-hand or with a weapon wielded in both hands. he always counts as having a running start when making jump checks using Acrobatics. (same as Monk weapons. such as a professional MMA fighter. both for vertical jumps and horizontal jumps. a Martial Artist gains a +20 bonus on Acrobatics checks made to jump for 1 round. A helpless Martial Artist does not gain the benefit of Dodge. see the Pathfinder Role Playing Game Chapter 3 . and may channel his Inner Power in a new weapon ability. or as a practitioner. Dodge can be used with any type of armor. the Martial Artist can make one additional attacks when he uses flurry of blows. sunder. (same as Monk weapons. shuriken.kama. . By spending 1 Hero Point as a swift action. as if using the Two-Weapon Fighting feat (even if the Martial Artist does not meet the prerequisites for the feat). If a Martial Artist makes a successful Reflex saving throw against an attack that normally deals damage on a successful save. and siangham). nunchaku. and siangham). The Martial Artist uses his level in place of his base attack bonus when calculating his Combat Maneuver. A Martial Artist cannot use any weapon other than an unarmed strike or a special martial arts weapon as part of a flurry of blows.ARCHETYPES & TRAINING DODGE Prerequisite: None Benefit: The Martial Artist can avoid damage from many area-effect attacks. HIGH JUMP Prerequisite: None Benefit: The Martial Artist adds his level to all Acrobatics checks made to jump. Choose one of the following powers: Crushing Fall: When you succeed at a trip or disarm combat maneuver. whether this is as a scholar with a detailed knowledge of the art’s history. Stunning Mark: You may spend 1 Hero Point as a swift action to execute your Stunning Arm attack as a free attack rather than a normal melee attack. and trip combat maneuvers for unarmed attacks as part of a flurry of blows. shuriken. A Martial Artist may substitute disarm. sai. quarterstaff. see the Pathfinder Role Playing Game Chapter 3 . FLURRY OF BLOWS Prerequisite: None Benefit: A Martial Artist can make a flurry of blows as a full-standard action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a martial arts weapons. you may spend 1 Hero Point from as a swift action to deal damage to your opponent.kama. sai. In addition. he instead takes no damage. EXPERT IN YOUR FIELD Prerequisite: None Benefit: The Martial Artist is considered to be a master of her particular art.
the Martial Artist can increase his unarmed base damage by 1 dice.ARCHETYPES & TRAINING Zen Combat: You may spend 1 Hero Point as a swift action to substitute your Wisdom score for your Strength or Dexterity for all melee or ranged attacks you make that round. A stunned . a failed attack roll ruins the attempt). A Martial Artist’s unarmed attack is treated as both a manufactured weapon and a natural weapon for the purpose of effects that enhance or improve either manufactured weapons or natural weapons. quarterstaff. There is no such thing as an off-hand attack for a Martial Artist striking unarmed. sai. nunchaku. or slashing). The Martial Artist must declare that you are using this ability before you make your attack roll (thus. and feet. 42 A Martial Artist also can deal more damage with his unarmed strikes than a normal person would. elbows. This means that a Martial Artist may make unarmed strikes with his hands full. For every Hero Point spent. and siangham). DC 10 + 1/2 your character level + Hero Points Spent This is in addition to dealing damage normally. He has the same choice to deal lethal or nonlethal damage while grappling. Hero Points Damage 1 2 3 4 5 6 1d4 1d6 1d8 1d10 2d6 2d8 This effect lasts for 1 round per level of the Hero and is a move action to initiate but not maintain. More information on Ki can be found in the Pathfinder Roleplaying Game Core Rules IRON FIST Prerequisite: Inner Power Benefit: Benefit: The Martial Artist may use an unarmed attack to overcome damage reduction. For one Hero Point spent increase the DC by 1 Point. STUNNING ARMS Prerequisite: Inner Power Benefit: The Martial Artist can use this Training ability with unarmed strikes or attacks with a special martial art weapons. LIVING WEAPON Prerequisite: None Benefit: The Martial Artist’s attacks may be with fist. with no penalty on his attack roll. A Martial Artist’s unarmed attacks can deal lethal or nonlethal damage. (same as Monk weapons. the Martial Artist can overcome one point of damage reduction type (Bludgeoning. and the Martial Artist can increase the save difficulty by adding Hero Points to the DC. A Martial Artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Stunning Arms forces a foe damaged by your attack to make a Fortitude saving throw. For one Hero Point spent. knees. shuriken. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). piercing. see the Pathfinder Role Playing Game Chapter 3 .kama. INNER POWER Prerequisite: Living Weapon Benefit: A Martial Artist can use his Hero Points the same as a Monk’s Ki pool class feature.
Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Prerequisite: None Benefit: If the Personality is arrested for a crime. DC is 10. 43 .ARCHETYPES & TRAINING character can't take actions. indifferent. or rage—in a target. If one of the Personality’s entourage (see the Entourage training. + Fame. friendly. This will cost the Personality two Hero Points. and takes a –2 penalty to AC. loses any Dexterity bonus to AC. More information on Bard class features can be found in the Pathfinder Role-playing Game Rules CELEBRITY ACCESS Prerequisite: None Benefit: The Personality can use Hero Points instead of Prestige Points. the emotion affects one target within sight and/ or sound of the Personality’s performance. and no more than once per round. + ranks in Perform skill. For one Hero Point spent. the Personality may intercede on the entourage’s behalf. COMPELLING PERFORMANCE Prerequisite: Winning Smile Benefit: A Personality’s force of personal magnetism increases to the point that he or she can arouse a single emotion of her choice—despair. hope. below) is arrested for a crime and unable to secure her own release. or unfriendly toward her or those she represents. You may attempt a stunning attack once per day for every four levels you have attained. This effect lasts for 1 round per level of the Hero and is a full round action to initiate but not to maintain. The target makes a Will saving throw. PERSONALITY Skill Points per Level: 5+ Int modifier Hit Dice per Level: d6 CELEBRITY IMMUNITY PERSONALITY ADVANCMENT Base Attack Fort Level Bonus Save 1st 0 +1 2nd +1 +2 3rd +1 +2 4th +2 +2 5th +2 +3 6th +3 +3 7th +3 +4 8th +4 +4 9th +4 +4 10th +5 +5 11th +5 +5 12th +6/+1 +6 13th +6/+1 +6 14th +7/+2 +6 15th +7/+2 +7 16th +8/+3 +7 17th +8/+3 +8 18th +9/+4 +8 19th +9/+4 +8 20th +10/+5 +9 TRAINING CALL OF THE BARD Prerequisite: None Benefit: The Personality can use Hero Points the same as a Bard’s Performance and gain access to the Bard class features. the Hero can make spend one Hero Point to invoke her celebrity status and not suffer the usual legal penalty or punishment. when dealing with individuals or Factions that are helpful.
The target makes a Will save whenever the Personality uses this talent against him or her. the target is compelled to fight. the Personality will also lose one member of her Entourage. skill checks. In a dramatic situation. Celebrity Immunity. It takes 1d4 hours for a Personality to invoke or revoke an Entourage’s privileges. and a –1 penalty to Armor Class. Rage: The target gains a +2 morale bonus to Strength and Constitution. he or she reacts to the emotion as described below. he or she is immune to the compulsion of this performance. DC 10 + Personality’s ranks in a Charisma based skill. and weapon damage rolls. RESTRICTED ACCESS Prerequisite: Celebrity Access Benefit: The Personality gains clearance to access restricted files or classified information from any source that recognizes her Faction. and weapon damage rolls. The Personality may revoke these privileges at any time and appoint replacements as she sees fit. When the target’s attitude drops to hostile. a +1 morale bonus on Will saves. A successful Will save doesn’t restore previous attitude shifts. ENTOURAGE Prerequisite: None Benefit: The Personality may appoint a number of individuals equal to her Fame as an entourage. the Personality can continue taking full-round actions to worsen the target’s attitude toward a designated character. The targets must be able to hear and understand the Personality. friendly to indifferent. he or she attacks the designated character. 44 . The Personality must spend a Hero Point per target. skill checks. This income provides a Fame bonus increase of +4 and an increase in starting wealth x2. attack rolls. ability checks. As long as the target continues to fail the Will save. If the target fails the save. If the target fails. The target makes a Will save. SOW DISTRUST Prerequisite: None Benefit: A Personality can turn one character against another. If Fame is permanently lost. Hope: The target gains a +2 morale bonus on saving throws. but it does render the target immune for 24 hours to further attempts by the Personality to sow distrust. Despair: The target takes a –2 morale penalty on saving throws. his or her attitude toward the other designated character worsens by one step: helpful turns to friendly.ARCHETYPES & TRAINING If the target succeeds at the saving throw. unfriendly to hostile. ability checks. regardless of the danger. attack rolls. ROYALTY Prerequisite: None Benefit: A Personality’s activities in the public eye generate extra income. These appointed individuals gain all the benefits of Celebrity Access. and Ultimate Access. indifferent to unfriendly.
ARCHETYPES & TRAINING TALK DOWN Prerequisite: None Benefit: A Personality can talk her way out of trouble. Prior to the start of hostilities or during combat, for one Hero Point spent, the Personality can talk down an opponent. The target must be able to hear her voice. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Personality. Any hostile action by the Personality or by one of the Personality’s allies, directed at the opponent allows the opponent to act as he or she sees fit. To initiate this talent, the Personality must spend a full-round action. Then the opponent makes a Will saving throw. DC 10 + Personality’s ranks in a Charisma based skill. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal. WINNING SMILE Prerequisite: None Benefit: A Personality develops such a force of personal magnetism that he or she can convince a single target to regard him or her as a trusted friend. The target makes a Will saving throw to avoid being persuaded by the Personality’s words and actions. The DC is 10 + 1/2 class level + Charisma bonus. This ability doesn’t enable the Personality to control the target, but the target perceives the Personality’s words and actions in the most favorable way. A target remains won over for 1 minute per Personality level. After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do. PHYSICIAN Skill Points per Level: 5+ Int modifier Hit Dice per Level: d8 PHYSICIAN ADVANCMENT Base Attack Fort Level Bonus Save 1st +0 +2 2nd +1 +3 3rd +2 +3 4th +3 +4 5th +3 +4 6th +4 +5 7th +5 +5 8th +6/+1 +6 9th +6/+1 +6 10th +7/+2 +7 11th +8/+3 +7 12th +9/+4 +8 13th +9/+4 +8 14th +10/+5 +9 15th +11/+6/+1 +9 16th +12/+7/+2 +10 17th +12/+7/+2 +10 18th +13/+8/+3 +11 19th +14/+9/+4 +11 20th +15/+10/+5 +12 TRAINING CALMING TOUCH Prerequisite: None Benefit: For one Hero Point per individual, the Physician can relieve the individual of a condition. Your touch can remove the dazed, fatigued, shaken, or staggered condition.
Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9
ARCHETYPES & TRAINING HEALER Prerequisite: None Benefit: For one Hero Point spent, the Physician can heal 1d4 + ranks in the Heal skill. In addition, for every Hero Point spent, the Physician can increase his healing by 1 dice. Hero Points Heal 1 2 3 4 5 6 MEDICAL MIRACLE Prerequisite: Minor Medical Miracle Benefit: A Physician can revive a character reduced to –10 hit points or lower. If the Physician is able to administer aid within 10 rounds of the character’s death, he or she can make a Heal check. DC 20 + negative Hit Points If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1d10 hit points. If the Physician fails the skill check or the patient fails the Fortitude save, the dead character can’t be restored. MEDICAL QUICK FIX Prerequisite: None Benefit: For one Hero Point spent, the Physician cures 1d4 points of temporary ability damage to one of the subject's ability scores. 46 1d4 1d6 1d8 1d10 2d6 2d8 MINOR MEDICAL MIRACLE Prerequisite: None Benefit: A Physician can save a character reduced to –10 hit points or lower. If the Physician is able to administer aid within 5 rounds of the character’s death, he or she can make a Heal check. DC 20 + the negative Hit Points If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 0 hit points. If the Physician fails the skill check or the patient fails the save, the dead character can’t be saved. REDUCE CONDITION Prerequisite: Calming Touch Benefit: For one Hero Point per individual, the Physician can relieve the individual of a condition. Your touch can remove the exhausted, nauseated, sickened, or stunned condition. MEDICAL SPECIALIST Prerequisite: None Benefit: For one Hero Point spent, the Physician gets a +1 bonus on Craft (pharmaceutical) & Heal checks. This effect lasts for 1 round per level of the Physician and is a standard action to initiate but not to maintain.
ARCHETYPES & TRAINING REDUCE DISEASE Prerequisite: None Benefit: A Physician can cure a disease from which the subject is suffering. The Physician must make a Craft (pharmaceutical) check against the DC of each disease affecting the target. REDUCE TOXIN Prerequisite: None Benefit: A Physician can detoxify any sort of poison, drug, or toxin in the individual or object touched. The Physician must make a Craft (pharmaceutical) check against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured individual suffers no additional effects from the poison, and any temporary effects are ended, but the check does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. THERAPY Prerequisite: Medical Quick Fix Benefit: For one Hero Point spent, the Physician cures 1 point of permanent ability damage to one of the subject's ability scores. This takes one month to heal. This is reduced by 1 day per each rank in the heal skill. SOLDIER Skill Points per Level: 5+ Int modifier Hit Dice per Level: d10 SOLDIER ADVANCMENT Base Attack Level Bonus 1st +1 2nd +2 3rd +3 4th +4 5th +5 6th +6/+1 7th +7/+2 8th +8/+3 9th +9/+4 10th +10/+5 11th +11/+6/+1 12th +12/+7/+2 13th +13/+8/+3 14th +14/+9/+4 15th +15/+10/+5 16th +16/+11/+6/+1 17th +17/+12/+7/+2 18th +18/+13/+8/+3 19th +19/+14/+9/+4 20th +20/+15/+10/+5 TRAINING ART OF WAR Prerequisite: None Benefit: The Soldier gains access to the Fighter class features. More information on Fighter class features can be found in the Pathfinder Role-playing Game Rules
Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9
Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
The Soldier gains a +2 bonus on initiative checks and Knowledge (geography). The Soldier cannot use this ability on himself. DEFENSIVE POSITION Prerequisite: None Benefit: For one Hero Point spent. Enabling an ally requires one Hero Point. or stunned. 48 . A Soldier traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Weakening a foe's resolve requires one Hero Point and a Knowledge (tactics) roll. Partial Cover upgrades to Improved Cover Improved Cover upgrades to Total Cover Concealment upgrades to Total Concealment FAVORED TERRAIN The Soldier may select a type of terrain. The target gets Willpower save equal to the Knowledge (tactics) roll. fatigued. This may be taken again to choose a different terrain. This effect lasts for a number of rounds equal to the Soldier’s skill total in Knowledge (tactics). dazed. Stealth. nauseated. the Soldier can increase one individual’s cover or concealment. This effect lasts for a number of rounds equal to the Soldier’s skill total in Knowledge (tactics). and Survival skill checks when he is in this terrain. if the save fails the target is shaken. panicked. Perception. More information on the Grit class feature can be found in the Pathfinder Roleplaying Game: Advanced Player's Guide.ARCHETYPES & TRAINING COMMANDING PRESENCE Prerequisite: None Benefit: A Soldier can use a Hero Point to enable an ally and weaken a single foe's resolve. The Soldier can negate any one of the following harmful conditions affecting a single ally: cowering. shaken. SOLDIER’S GRIT Prerequisite: None Benefit: A Soldier can use his Hero Points the same as the class feature Grit.
the Soldier increases one individual’s Armor Class by 1. but not to maintain. For one Hero Point per individual spent. This is a move action to initiate. More information on teamwork feats can be found in the Pathfinder Roleplaying Game: Advanced Player's Guide. This is a move action to initiate. but not to maintain.ARCHETYPES & TRAINING LEADERSHIP Prerequisite: None Benefit: The Soldier provides Leadership to all of his allies within sight and voice range of his position. This effect lasts for a number of rounds equal to the Soldier’s skill total in Knowledge (tactics). This effect lasts for a number of rounds equal to the Soldier’s skill total in Knowledge (tactics). the Soldier increases one individual’s attack bonus by 1. 49 . the Soldier increases one individual’s Stealth and Survival skill checks by 1. Positioning and actions must still meet the prerequisites listed in the teamwork feat for to receive the listed bonus. This is a move action to initiate. TACTICAL AID Prerequisite: None Benefit: For one Hero Point spent. This effect lasts for a number of rounds equal to the Soldier’s skill total in Knowledge (tactics). TACTICAL DEFENSE Prerequisite: None Benefit: For one Hero Point spent. WEAPONS TRAINING Prerequisite: None Benefit: The Soldier is proficient with all martial weapons and can make attack rolls normally. the Soldier’s allies are treated as if they possessed the same teamwork feats as the Soldier. but not to maintain. His allies do also receive any bonuses from these feats. TACTICS Prerequisite: None Benefit: For one Hero Point spent. for the purpose of determining whether the Soldier receives a bonus from his teamwork feats.
to weapons. can mean the difference between life and death.ARMOR ARMOR TABLE EQUIPMENT Outfitting the modern character with the proper equipment is often as important as the right selection of skills. Skill Penalty: This penalty applies to checks involving any Dexterity based skill.200 $1. Damage Reduction: You have Damage Reduction against all damage except Slashing attacks Fortification Bonus: Modern armor also includes the special quality of Fortification. Speed: Medium and heavy armor slows a character down. Cost: This is the purchase cost to acquire the armor. Bonus Skill Penalty ARMOR Modern Armor does not provide the tradition bonus as archaic armor. 8 lb. Damage Reduction Fortification Bonus Maximum Dex. Weight: This column gives the armor’s weight. 4 lb. When a critical hit is scored on the wearer. there is a percent chance that the critical hit is negated and damage is rolled normally. Everything from personal protection. 3 lb. 2 lb. Due to the different weapons and their power. 10 lb.EQUIPMENT . 15 lb. as shown on Table: Armor. More information on armor as damage reduction can be found in The Pathfinder Role Playing Game: Ultimate Combat. to survival and electronic gear. Instead of the traditional AC bonus the wearer gains a damage reduction and a fortification bonus. and training. Armor is described by a number of statistics. modern armor has evolved differently. 15lbs 2 lb. 20 lb. Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows.500 50 . $120 $200 $275 $275 $350 $500 $650 $900 $1. abilities. Armor Leather Jacket Sport Padding Light Undercover Shirt Pull-up Pouch Vest Undercover Vest Concealable Vest Light-Duty Vest Tactical Vest Special Response Vest Forced Entry Unit Speed Weight Cost DR – 1/S DR – 2/S DR – 2/S DR – 2/S DR – 3/S DR – 4/S DR – 5/S DR – 6/S DR – 7/S DR – 8/S +10% +10% +10% +15% +15% +20% +25% +30% 0 +6 +7 +6 +5 +4 +3 +2 +1 +0 0 0 0 -1 -2 -3 -4 -5 -6 -8 30 30 30 30 30 20 20 20 20 20 4 lb.
this vest provides better protection than the light undercover shirt — but it’s also more easily noticed. UNDERCOVER VEST Covering a larger area of the torso. LIGHT UNDERCOVER SHIRT Designed for deep undercover work in which it’s critical that the wearer not appear to be armed or armored. LIGHT ARMOR PADDED ARMOR A number of other impromptu armors. neck and groin guards. it grants a +2 bonus on Perception checks to notice the armor. granting a +4 bonus on Perception checks to notice the armor. this vest provides full-torso protection in the toughest flexible protective materials available. this armor provides additional protection in battles against heavily armed opponents. HEAVY ARMOR FORCED ENTRY UNIT The most powerful protection available is built into this suit. this armor is generally only donned by tactical officers heading into a dangerous assault. can be stored in an innocuous fanny pack. MEDIUM ARMOR CONCEALABLE VEST Standard issue in many police forces. While it may go unnoticed by a quick glance. arm protection. PULL-UP POUCH VEST This garment. Deploying the apron is a move action. which consists of a heavy torso jacket with ceramic plates over the chest and back. such as football pads and a baseball catcher’s pads.EQUIPMENT . and a helmet. consisting of a torso apron of light protective material held up by a loop around the neck. offer similar protection and game statistics. but incorporating groin and neck protection as well as a ceramic plate over the chest. It’s best used when the armor should remain unseen but the wearer doesn’t expect to face much scrutiny. TACTICAL VEST The standard body armor for police tactical units. SPECIAL RESPONSE VEST Built like the tactical vest. this vest provides maximum protection in a garment that can be worn all day long under regular clothing.ARMOR ARMOR TYPES NO FEAT REQUIRED LEATHER JACKET This armor is represented by heavy leather Biker’s jacket. this armor sacrifices a degree of protection for a modicum of comfort—at least compared to other tactical body armors. LIGHT-DUTY VEST A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack. 51 . this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso. Heavy and cumbersome.
Handguns can be broken down into three smaller groups: autoloaders. FIREARMS The Weapons Proficiency feats allow a character to use a firearm without penalty. This will affect all targets within the cone. They tend to be powerful. Autoloaders (sometimes called “automatics”) feature removable box magazines. targets are unable to use any concealment abilities. AUTOMATIC FIRE Automatic is a full round action. he takes a –4 penalty on attack. Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder Machine pistols are automatic weapons small enough to be fired with one hand. This group includes hunting and sniping rifles. Modern firearm attacks are against the target’s touch AC for the first 5 range increments and have a full 10 range increments. All individuals within the cone are targets and each must be rolled separately. but only at short range. doing base damage x3. SEMI-AUTOMATIC This is two round shot per for each attack granted by the PC's Base Attack Bonus. each with a -2 to hit. and a character can fire in a cone (see below). LONGARMS Longarms are personal firearms that require two hands to be fired without penalty. and most submachine guns. All individuals within the cone are targets and each must be rolled separately. All modern firearms misfire on a natural roll of 1. MACHINE GUNS Machine guns are heavy belt feed weapons that require a tripod or mounted in some fashion. 52 SINGLE SHOT This is a single shot per each attack granted by the PC's Base Attack Bonus.WEAPONS WEAPONS SHOTGUNS Shotguns are large-bore weapons that can fire slugs or pellets. If a character isn’t proficient in the weapon. THREE ROUND BURST This fires three rounds per attack granted by the PC's Base Attack Bonus. and machine pistols. If pellets are used. the shot gun fires in a cone (15’). The second shot is always at a -4. Slugs can only target one individual. (shells full of small projectiles).EQUIPMENT . revolvers. More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat FIREARM TYPES . If a slug is used to attack then increase the critical hit modifier to x4. assault rifles. FIREARM RATE OF FIRE HANDGUNS A handgun is a firearm that can be used one-handed without penalty. with a modifier of -2. and some models hold quite a lot of ammunition. In addition.
A Medium-size or smaller weapon can be used one-handed or two-handed. Cylinder: A revolver keeps its ammunition in a cylinder. RELOADING FIREARMS Reloading a firearm with an already filled box magazine or speed loader is a swift action. Linking two belts together is a swift action. Damage: The damage the weapon deals on a successful hit. Machine guns only have autofire settings and can’t normally fire single shots. each with a -4 to hit. Rate of Fire: How many rounds the firearm fires per round. Cost: This is the purchase cost to acquire the weapon. Critical: The threat range for a critical hit. RANGED WEAPONS TABLE Ranged weapons are described by a number of statistics. . A Huge weapon requires two hands and a bipod or other mount. Internal: Some weapons keep their ammunition in an internal space. Damage Type: Ranged weapon damage is classified Bludgeoning and Piercing. Weight: This column gives the weapon’s weight when fully loaded. each with a -4 to hit. as shown on Table: Ranged Weapons. These weapons can fire up to 20 rounds a turn as a cone (60’) attack. is a standard action. Refilling a box magazine or a speed loader. In addition. Automatic longarms can fire up to 10 rounds a turn as a cone (30’) attack.EQUIPMENT . targets are unable to use any concealment abilities. Size: A Small or smaller weapon is considered a light weapon. which must be loaded by hand. Loading a belt of linked ammunition is a move action. This can only affect 20 targets. Belt Feed: Machine guns use linked ammunition. A Large weapon requires two hands. This can only affect 10 targets. 53 Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. Range: Modern firearm attacks are against the target’s touch AC for the first 5 range increments and have a full 10 range increments.WEAPONS with a modifier of -4. (see p53 for details) Capacity: The weapon’s magazine capacity and type are given in this column. or reloading a revolver without a speed loader or any weapon with an internal magazine.
7 lb. Size Large Small Large Large Small Small Med Large Tiny Med Small Small Large Tiny Large Small Med Med Tiny Small Large Wt 8 lb. Cost $500 $450 $650 $700 $750 $700 $700 $150 $500 $1500 $500 $600 $350 $475 $900 $500 $850 $575 $500 $500 $575 1d8 1d6 1d8 1d10 1d6 1d6 1d6 1d8 1d6 1d8 1d6 1d6 1d8 1d4 1d10 1d6 1d8 1d8 1d6 1d4 1d10 54 .WEAPONS Weapon Pepper spray Taser Damage Special 1d4 Critical — Damage Type Special Electricity Range Increment 5 ft.32 Autoloader Winchester 94 Damage Critical 17-20 x2 18-20 x4 17-20 x2 16-20 x2 17-20 x4 18-20 x4 19-20 x4 20 18-20 x4 17-20 x4 18-20 x4 17-20 x4 17-20 x2 20 x4 19-20 x4 19-20 x4 18-20 x4 17-20 x2 18-20 x4 19-20 x4 19-20 x4 Damage Type P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B Range Increment 40 ft.5 lb. 30 ft. 10 ft. 8 box 17 box 15 box 6 int. 30 ft. 2 lbs 3 lb.38S Revolver S&W M29 . 3 lb. 5 ft. 2 int. 3 lb.44 Magnum Revolver Sawed-off 12-ga Shotgun SITES M9 9mm Autoloader Walther PPK . 2 lb. 300 ft. 30 ft.45 Desert Eagle . 1 lb. 40 ft. 6 cyl. 1 int. 8 box 7 box 6 int. Rate of Fire 1 1 Cap 1 int.62mm Hunting Rifle Ruger Service-Six . 3 lb. 30 ft.EQUIPMENT . 2 lb. 40 ft. 4 lb. 8 lb. — 2 int. 40 ft. 30 ft 30 ft.50AE Autoloader Glock 17 9mm Autoloader Glock 20 10mm Autoloader Mossberg 12-gauge Shotgun Pathfinder . 9 box 7 box 6 cyl. 3 lb. 30 ft. 10 ft. 1 lb. Cost $10 $50 Weapon Benelli 121 M1 12-gague Shotgun Beretta 92F 9mm Autoloader Beretta M3P 12-gauge Shotgun Browning BPS 10-gauge Shotgun Colt Double Eagle 10mm Autoloader Colt M1911 .22 Revolver Remington 700 7. 6 cyl. 10 ft. 6 cyl. 3 lb. 5 int. 300 ft. Size Tiny Small Wt 0. 40 ft. 40 ft. 30 ft. Rate S S S Single S S S 1 Single S S S Single S Single S S S S S Single Cap 7 int 15 box 5 box 5 int. 20 ft. 30 ft. 9 lb 11 lb.45 Autoloader Colt Python . 4 lb.357 Revolver Compound Bow Derringer . 1 lb. 7 lb. 2 lb. 3 lb.
4 lb. A S.WEAPONS MARTIAL RANGED WEAPONS Weapon AKM/AK-47 7.B. 16 lb. 70 ft.A S Cap 30 box 11 box 20 box 20 box 30 box 15 box 5 box 30 box 30 box belt feed 30 box 20 box 30 box 32 box 20 box Size Large Huge Med Large Large Med Large Large Large Huge Med Med Large Med Large Wt 10 lb. 600 ft.45 Machine Pistol Skorpion . 8 lb. 40 ft.A S.50 Sniper Rifle Beretta 93R 9mm Machine Pistol HK G3 7. B or A S. 9 lb 4 lb. 150 ft. 50 ft. 75 lb 5 lb. 80 ft. 8 lb. Rate of Fire S. 5 lb.B.EQUIPMENT .B. 40 ft. 22 lb. A S. 90 ft.56mm Assault Rifle TEC-9 9mm Machine Pistol Uzi 9mm Submachine Gun Damage Critical 18-20 x4 16-20 x4 17-20 x4 18-20 x4 17-20 x4 17-20 x4 18-20 x4 19-20 x4 19-20 x4 18-20 x4 17-20 x4 18-20 x4 19-20 x4 17-20 x4 17-20 x4 Damage Type P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B P&B Range Increment 70 ft.56mm Assault Rifle M-60 7. A S.62mm Sniper Rifle M16 5. 300 ft.. Cost $750 $17500 $575 $475 55 . A S. A S S. 80 ft. 40 ft. 1 int. A S.62mm Assault Rifle HK MP5 9mm HK MP5K 9mm Submachine Gun HK PSG1 7. 7 lb. 35 lb.32 Machine Pistol Steyr AUG 5. 7 lb. 40 ft. 60 ft. 3 lb.56mm Assault Rifle M4 Carbine 5.62 Machine Gun MAC Ingram M10 . Cost $575 $8000 $825 $925 $1000 $925 $9000 $650 $650 $15000 $575 $750 $925 $475 $825 1d8 1d12 1d6 1d10 1d6 1d6 1d10 1d8 1d8 1d10 1d6 1d4 1d8 1d6 1d6 S. 7 lb.A A S. Size Large Huge Large Large Wt 50 lb. 11 lb. A Weapon Flamethrower M2HB Heavy Machine Gun M72A3 LAW Rocket Launcher M79 Grenade Launcher Damage 3d6 1d12 10d6 Varies Critical x4 15-20 x4 15-20 x4 — Damage Type Fire P&B — — Range Increment — 200 ft.62mmR Assault Rifle Barrett Light Fifty . 40 ft. 30 ft. belt feed 1 int. Rate of Fire 1 A 1 1 Cap 10 int. 6 lb. B. A S. 300 ft.
the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. COMPOUND BOW Bow hunting remains a popular sport in North America. The 12gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to The Python has a well-deserved reputation for accuracy.WEAPONS NO FEAT REQUIRED RAN GED WEAPONS Ranged weapons that are not firearms include such diverse objects. DERRINGER This pistol breaks open at the breech like a doublebarreled shotgun. this pistol is an updated civilian version that fires a 10mm round. form a carrying handle. with one of the fastest shotgun actions in the world. SIMPLE RANGED WEAPON S BENELLI 121 M1 The Benelli 121 M1 semiautomatic shotgun is reliable. The two-shot weapon has one barrel atop the other and is barely 5 inches long. the M3P can fire either single shots or on semiautomatic. COLT M1911 This . it grants a +1 bonus on attack rolls. make a ranged touch attack against the target. the 10-gauge shell. COLT DOUBLE EAGLE Based on the M1911 mechanism. and sturdy. making it easy to conceal. the Colt Python is always considered a mastercraft weapon. and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. BROWNING BPS This heavy shotgun fires the largest shotgun round available.EQUIPMENT . BERETTA 92F The standard service pistol of the United States military and many American law enforcement agencies. TASER On a successful hit. A Character’s Strength modifier applies to damage rolls made when using this weapon. pepper spray comes in a single-shot container. Many military and law enforcement agencies use this or similar weapons. As such. BERETTA M3P Designed for police and security work. COLT PYTHON 56 . Due to its high quality of manufacture. To use it. PEPPER SPRAY A chemical irritant that can temporarily blind a target. simple. There is no feat required to use these weapons.
All that’s left of the stock is a pistol grip.38 special round. and is still in service with many police forces today. it grants a +1 bonus on attack rolls. This version fires the massive . GLOCK 20 This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round. a character can fire both barrels at once. the Glock 17 is always considered a mastercraft weapon. heavy-caliber autoloaders. bright muzzle flash.44 Magnum models. SAWED-OFF SHOTGUN 57 . fires the . As such. SITES M9 RESOLVER The compact SITES weapon is very narrow. The Desert Eagle also comes in .357 Magnum and . The M29 is known for its deafening sound. making it easy to conceal. WALTHER PPK The PPK is a small. and government agencies. S&W M29 The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful pistol cartridges in the world. simple. The character receives a –2 penalty on the attack but deals +1 die of damage with a successful hit.EQUIPMENT . Due to its high quality of manufacture. The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world. and powerful recoil. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades. Due to its high quality of manufacture. military. It remains in widespread service among European police. and the barrels are roughly 12 inches long. the Glock 20 is always considered a mastercraft weapon. WINCHESTER 94 RUGER SERVICE -SIX This revolver. it grants a +1 bonus on attack rolls. REMINGTON 700 A bolt-action rifle with a reputation for accuracy. If this weapon if fully-loaded. GLOCK 17 The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. As such. PATHFINDER The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. This is a 12-gauge. the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s. MOSSBERG The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work. the Desert Eagle is the king of large-frame. Attacking this way uses both shotgun shells. and reliable autoloader with a design that dates back to the 1930s.50 Action Express round. double-barreled shotgun with the stock and barrels sawed short.WEAPONS DESERT EAGLE Manufactured by Israeli Military Industries. designed specifically for police use.
with a ROF: S. a round used in many light machine guns but increasingly uncommon in assault rifles. the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon’s size to Large. The PSG1 comes with a standard scope. though). HK PSG1 This high-precision sniper rifle. Due to its high quality of manufacture. with a ROF: S. an extendable steel shoulder stock that is attached to the butt of the pistol. the PSG1 is always considered a mastercraft weapon. As such. This weapon features a three-round burst setting. based on the design of the HK G3. HK MP5K A radically shortened version of the MP5. At one time. it fires a . M16A2 Typical of the assault rifles used by militaries around the world. B. This weapon features a three-round burst setting. As such. the MP5 is always considered a mastercraft weapon. and is common with other armies and in the civilian world.EQUIPMENT . the Colt M16A2 is the current service rifle of the United States military. Although it comes with a 15-round magazine. It sports a fold-down grip in front of the trigger guard. described here is the most basic model. The steps taken to reduce the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary quality. a round much more powerful than any other rifle ammunition. Many different designs exist. BARRETT LIGHT FIFTY The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. HK MP5 The Heckler & Koch MP5 family of weapons is among the most recognizable in the world.62mm cartridge. but functions essentially the same. Although it’s a sniper rifle. and as a result the MP5K is not a mastercraft weapon. has a fully adjustable trigger and stock for individual users. This weapon features a three-round burst setting. this weapon is optimized to be concealable. HK G3 The G3 fires the powerful 7. over sixty of the world’s armies used this rifle. The A3 has a three-round burst setting.50-caliber machine gun bullet. having found common use in scores of bush wars and insurrections—on all sides of such conflicts.WEAPONS MARTIAL RANGED WEAPONS AKM/AK-47 This assault rifle of the old Soviet Union is one of the most popular firearms in the world. it grants a +1 bonus on attack rolls. and an extended magazine. A Due to its high quality of manufacture. The A4 does not have the three-round burst setting. BERETTA 93R This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. 58 . it grants a +1 bonus on attack rolls. The AKM is a slightly more modern version of the AK-47.
UZI Designed in the 1950s for the Israeli army. and it features a built-in optical sight. Once modified to fire on automatic. A flamethrower’s backpack has hardness 5 and 5 hit points. STEYR AUG An unusual and exotic-looking weapon. dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save. the Uzi has become the most popular submachine gun in the world.and right-handed users. EXOTIC RANGED WEAPON S FLAMETHROWER A flamethrower consists of a pressurized backpack containing fuel. TEC-9 The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified Craft (mechanical) check DC 15 to fire on automatic. this medium machine gun is still in widespread use with the U. DC 15. The pistol only works on semiautomatic fire or. for half damage). MAC INGRAM M10 No longer in production. and can now be found anywhere in the world. it was widely distributed to Communist countries and in central Africa.000 of these small submachine guns were made and supplied to United States police forces. The M10 accepts a suppressor without modification. Army. This weapon features a three-round burst setting.S. It’s completely ambidextrous components make it equally convenient for left. 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path.S. Individuals with cover get a bonus on their Reflex save. SKORPION The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Any individual or flammable object that takes damage from a flamethrower catches on fire. M-60 Introduced in the Vietnam War era. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Originally intended for military vehicle crews who don’t have space for an unwieldy longarms. Cuba. It features a collapsible stock. connected to a tube with a nozzle. and Peru. No attack roll is necessary. while increased pressure brings automatic fire. Light pressure on the trigger produces single shots. taking 1d6 points of fire damage each subsequent round until the flames are extinguished. the TEC-9 cannot be changed back to semiautomatic. the U. military and that of several other armies. the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and explodes. if modified. A fire engulfing a single individual or object can be doused or 59 . making it extremely compact.WEAPONS M4 CARBINE This is a cut-down version of the Colt M16A2. shortened by about a third by means of a telescoping stock and a shorter barrel. It shoots a 5-foot-wide. When worn.EQUIPMENT . only on automatic. about 10. the bull pup AUG is the standard rifle of the Austrian and Australian armies.
this only applies to the target struck. M72A3 LAW The LAW (light antitank weapon) is a disposable. . The M72 has a minimum range of 30 feet. it does not arm and will not explode. Before using the weapon. . It comes as a short. 12-gauge Buckshot Shotgun cartridges. . and the M79 can’t shoot hand grenades.50-caliber machine gun has been in service since World War II. it explodes like a grenade or other explosive.WEAPONS smothered as a full-round action.32.22.444. .45.38 special (50) .38 S.32 caliber (50) .44 caliber (50) . A flamethrower can shoot 10 times before the fuel supply is depleted. and are sold in boxes of 20 bullets each. dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage). .EQUIPMENT .50 These calibers of ammunition are generally used in rifles. M2HB FIREARM AMMUNITION This heavy-duty . The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.357 caliber (50) .62mmR. The LAW ignores up to 10 points of hardness if it strikes a vehicle. . 10mm. 10-gauge Buckshot. assault rifles. they can’t be used as hand grenades.62mmR (20) .50 caliber (20) 9mm (50) 10mm (50) . When the LAW hits its target. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area. It fires 40mm grenades (see under Grenades and Explosives). telescoped fiberglass and aluminum tube.56mm (20) 7.50 $15 $15 $10 $10 $7. Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a 60 These calibers are generally used in pistols or submachine guns. These grenades look like huge bullets an inch and a half across. and are sold in boxes of 50 bullets each.62mm (20) 7. the firer must first arm and extend the tube. one-shot rocket launcher. . not to other objects within the burst radius.22 caliber (50) . are sold in boxes of ten.50 $7. .357.56mm.50AE caliber (50) 10-gauge buckshot (10) 12-gauge buckshot (10) 5. or object.50 $20 $20 $20 $20 $20 $20 $20 $20 specific 5-foot square (instead of targeting a person or individual). 7. However. also known as buckshot. or machine guns.444 caliber (20) .50AE Cost $7. .44. M79 This weapon is a single-shot grenade launcher. Ammunition for firearms and other ranged weapons is covered below.62mm. Ammunition Type (Quantity) 5. . which is a move action. building.45 caliber (50) . If fired against a target closer than 30 feet away.50 $7. 9mm. and remains a very common vehicle-mounted military weapon around the world. 7.
EQUIPMENT . . such as grenades. Explosives require no feat to use. Detonators are covered in Weapon Accessories. its range increment is shown in this column.Count around the target individual or grid intersection in a clockwise direction. Range Increment: If the weapon can be thrown. THROWN EXPLOSIVES Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties. Miss: First. Damage Type: Damage from explosives and splash weapons is classified according to type.) Others require timers or other devices to set them off. include built-in detonators. Critical: The threat range for a critical hit. Weight: This column gives the weapon’s weight. Some. All explosives must be detonated. PLANTED EXPLOSIVES A planted explosive is set in place. 61 When a planted explosive detonates. Dynamite and hand grenades are examples of these weapons. dealing damage to individuals or objects within an area. The thrown object lands that number of spaces away from the target.WEAPONS EXPLOSIVES These weapons explode or burst. Cost: This is the purchase cost to acquire the weapon. with a timer or fuse determining when it goes off. 1 . Medium-size or smaller weapon can be used one-handed or two-handed. Finally. count a number of squares in the indicated direction equal to the number of range increments thrown.Falls short (straight line towards the thrower. the item deals damage to all individuals in the square it lands in and in all adjacent squares. Size: A Small or smaller weapon is considered a light weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage. it deals its damage to all targets within the burst radius of the weapon. (Pulling the pin on a grenade is a free action. Reflex DC: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.) 2 through 8 . Then. Explosives can be thrown or set off in place.) Hit: Individuals in all adjacent squares are dealt damage. Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive. roll 1d8 to determine the misdirection of the throw. No attack roll is necessary to plant an explosive. Explosives with no range increment must be set in place before being detonated. the explosive sits where it is placed until it is moved or goes off. EXPLOSIVES TABLE Damage: The damage dealt by the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market. depending on the type of explosive device.
EQUIPMENT . which are described in Weapon Accessories. 62 . det cord can also be looped around a tree or post or other object to cut it neatly in half. 10 ft 10 ft. 20 ft. Cost $650 $300 $100 $300 $575 $10 $50 $300 $850 $625 GRENADES AND EXPLOSI VES Many explosives require detonators. increasing the damage and burst radius. The information on the table represents a 50-foot length.000 yards per second) that it might as well be exploding. each additional block increases the damage by +2d6 and the burst radius by 2 feet. Technically. Size Tiny Small Med Tiny Tiny Small Small Small Small Small Weight 1 lb. 10 ft. 10 ft. 10 ft. A length of det cord can be spread out to pass through up to ten 5-foot squares. 1 lb 2 lb.WEAPONS GRENADES AND EXPLOSI VES Weapon 40mm Fragmentation Grenade C4/Semtex Det Cord Dynamite Fragmentation Grenade Molotov Cocktail Smoke Grenade Tear gas Grenade Thermite Grenade White Phosphorus Grenade Damage 6d6 4d6 2d6 2d6 6d6 1d6 1d4Slapsh See text See text 8d6 8d6 Critical 18-20 x4 19-20 x4 20x4 19-20 X4 18-20 X4 20 — — 18-20 X4 17-20 x4 Damage Type Slashing Bludgeoning Fire Bludgeoning Slashing Fire — — Fire Fire Burst Radius 10 ft. 1 lb. C4/Semtex requires a detonator to set off. C4/SEMTEX So-called “plastic” explosives resemble slabs of wax and can take various shapes. det cord doesn’t explode—but it burns so fast (4. The cost given is for a box of 6 grenades. 20 ft. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off). See text 5 ft. 10 ft. The information on the table represents a 1-pound block. and requires a Craft (explosives) check (DC 15) to link them. it deals the indicated damage to all individuals in each 5-foot square through which it passes. When this is the case. The cost given represents a package of 4 blocks. 2 lb. 1 lb. DET CORD Det cord is an explosive in a ropelike form. 10 ft. 2 lb. 1 lb. 2 lb. such as the M79. It sprays shrapnel in all directions when it explodes. 2 lb. Reflex DC 15 18 12 15 15 12 — — 12 12 Range Increment — — — 10 ft. 5 ft See text See text 5 ft. 40MM FRAGMENTATION GRENADE This small explosive device must be fired from a 40mm grenade launcher. No feat is required to use these thrown weapons. Additional blocks can be wired together.
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. If the character succeeds on the check. dynamite is very stable under normal conditions. The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade). FRAGMENTATION GRENADE The most common military grenade. To use it. requiring a move action (and a lighter or other source of flame). The cost given is for a box of 6 grenades. they can be used as signal devices. the fuse must first be lit. increase the damage by +1d6. including the darkvision ability granted by night vision goggles. Additional sticks can be set off at the same time if they are within the burst radius of the first stick. It’s possible to wire together several sticks of dynamite for even greater explosive effect. whichever comes first. increasing the damage and burst radius of the explosion. though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. the rag must first be lit. 63 . or long enough to take several minutes to detonate. As such. and purple. The smoke obscures all sight. The cocktail detonates in 2 rounds or on impact with a solid object. a smoke grenade fills the four squares around it with smoke. To set off dynamite using a fuse. yellow. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). A stick of dynamite requires a fuse or detonator to set it off. the damage or the burst radius of the explosion increases by 50% (the character’s choice). Any individual within the area has total concealment. requiring a move action (and a lighter or other source of flame). A Molotov cocktail is easily made by hand Craft [explosives] DC 10 or Intelligence check DC 15. red. DYNAMITE Perhaps one of the most common and straightforward explosives.WEAPONS It can also be doubled up. On the following round. for each additional 5 feet of cord within a single 5-foot square. Det cord requires a detonator to set it off. plugged with a rag. Smoke grenades are available in several colors. Dynamite is sold in boxes of 12 sticks. including white. Cutting the fuse to the appropriate length requires a move action.EQUIPMENT . this is a small explosive device that sprays shrapnel in all directions when it explodes. and on the third round it fills all squares within 15 feet. green. SMOKE GRENADE On the round when it is thrown. MOLOTOV COCKTAIL A Molotov cocktail is a flask containing a flammable liquid. The cost given is for a box of 6 grenades. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet). it fills all squares within 10 feet. It disperses after 10 rounds.
piercing. a WP grenade creates a cloud of smoke. The cost given is for a box of 6 grenades. a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. Instead. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Treat a white phosphorus grenade as a smoke grenade. In addition. it fills a 10-foot radius.WEAPONS TEAR GAS GRENADE On the round that it is thrown. It can be used one-handed and. and on the third round it fills a 15-foot radius. A wet cloth held over the eyes. energy. though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. and mouth provides a +2 bonus on the Fortitude save. On the following round. Damage: The damage the weapon deals on a successful hit. A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. nose. MELEE WEAPONS Melee weapons are used in close combat. Critical: The threat range for a critical hit. and they are generally among the simplest types of weapons. is easier to use in a character’s off hand. THERMITE GRENADE Thermite does not technically explode. MELEE WEAPONS TABLE Melee weapons are described by a number of statistics. as shown on Table: Melee Weapons. Damage Type: Melee weapon damage is classified according to type: bludgeoning. Military forces use thermite grenades to quickly destroy key pieces of equipment. The cost given is for a box of 6 grenades. it creates intense heat meant to burn or melt through an object upon which the grenade is set. A gas mask renders the target immune to the effects. A Large weapon requires two hands. 64 . It disperses after 10 rounds. A Medium-size or smaller weapon can be used onehanded or two-handed. Cost: This is the purchase cost to acquire the weapon. The cost given is for a box of 6 grenades. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire. and slashing. Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. as a light weapon.EQUIPMENT . WHITE PHOSPHORUS GRE NADE White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Size: A Small or smaller weapon is considered a light weapon. Weight: This column gives the weapon’s weight.
METAL BATON This weapon can be collapsed to reduce its size and increase its conceivability.5 lb. butterfly knives. NO FEAT REQUIRED MELEE WEAPONS CLEAVER Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. a stun gun requires physical contact to affect its target. 65 PISTOL WHIP Using a pistol as a melee weapon can deal greater damage than attacking unarmed. and switchblades. $150 NO FEAT REQUIRED MEL EE WEAPONS Pistol Whip Rifle Butt Straight Razor Stun Gun 1d4 1d6 1d3 1d3 Bludgeoning Bludgeoning Slashing Electricity — — — — CHAIN SAW Military and police units use powered saws to cut through fences and open doors rapidly. RIFLE BUTT The butt of a rifle can be used as an impromptu club. EXOTIC MELEE WEAPONS STUN GUN Most exotic weapons are either atypical in form or improved variations of other melee weapons. STRAIGHT RAZOR Favored by old-school organized crime “mechanics. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.EQUIPMENT . simple weapons get the job done nevertheless. KNIFE This category of weapon includes hunting knives.WEAPONS SIMPLE MELEE WEAPONS Weapon Cleaver Knife Metal Baton Damage 1d6 1d4 1d6 Critical 19–20 19–20 19–20 17–20 x4 20 20 18–20 20 Damage Type Slashing Piercing Bludgeoning Range Increment 10 ft. — Size Small Tiny Med Weight 2 lb. 2 lb.” this item can still be found in some barbershops and shaving kits. Extending or collapsing the baton is a free action. 10 ft. Cost $10 $15 $25 EXOTIC MELEE WEAPONS Chain saw 3d6 Slashing — Large 10 lb. 1 lb. . Small Large Tiny Tiny — — 0. 1 lb. — — $5 $40 SIMPLE MELEE WEAPONS Generally inexpensive and light in weight. Although the name suggests a ranged weapon.
500 $2.000 $15. The authenticity of poisons purchased on the black market is also very difficult to determine. 6 hr.000 Anthrax Sarin Tetrodotoxin Cyanide Strychnine Mercury Amatoxin Arsenic Amatoxin Coniine Black Adder Venom Heroin Fort DC 28 Fort DC 26 Fort DC 25 Fort DC 25 Fort DC 22 Fort DC 22 Fort DC 20 Fort DC 18 Fort DC 17 Fort DC 15 Fort DC 13 Fort DC 12 1 round (8) 1 round (8) 1 round (7) 1 round (6) 1 round (6) 1 round (6) 1 round (5) 1 round (5) 1 round (4) 1 round (4) 1 round (6) 1 round (4) 2 saves 2 save 1 save 1 save 1 save 1 save 1 save 1 save 1 save 1 save 1 save 1 save $35.EQUIPMENT . 12 hr. The statistics for the poisons mentioned below are in their pure form which is very hard to obtain from legal or black market sources.000 Ricin Fort DC 30 1 round (10) 2 saves $35.WEAPONS POISONS The symptoms of poisoning can range from headaches and vomiting to painful death. Frequency 1 round (3) 1 round (3) 1 round (3) 1 round (3) Effect 1 con damage 1 con damage 1 con damage 1 con damage Cure 1 save 1 save 1 save 1 save 66 .200 $900 $900 $650 $500 $275 It is possible to distill or refine common house hold products (such as cleaners). 3 hr. The toxicity of the distilled/refined extract and the necessary equipment costs and craft DC’s are outlined in the table below: Fort Save DC 10 15 20 25 Craft DC 15 20 25 30 Time to extract 1 hr. Name Botulinum Save Fort DC 35 Frequency 1 round (25) Effect 20 hp damage immediately then 1 con damage/minute 10 hp damage immediately then 3 con damage if fail saves 3 con damage 3 con damage 3 con damage 3 con damage 2 con damage 2 con damage 2 con damage 1 con damage 1 con damage 1 con damage 1 con damage 1 con damage Cure 3 saves Cost $150. These extracts are significantly less potent than the pure poisons mentioned in the table above and it requires the craft pharmaceutical skill and appropriate equipment to obtain. plants or over-the-counter and prescription drugs to extract poisonous content that can be administered by various different methods.000 $3.000 $20.000 $650 $1.
5 lb.EQUIPMENT . 4 lb. 3 lb. 3 lbs — 1 lb. 2 lb.5 lb. 0. 0. 1 lb. 1 lb.5 lb. 1 lb. Cost $100 $80 $300 $400 $500 See text $25 $85 $10 $50 $200 $900 $50 $50 $20 $50 CLOTHING Object Business Casual Formal Fatigues Uniform Ghillie suit Fatigue Jacket Outerwear Coat Parka Photojournalist’s Vest Tool belt Windbreaker Size Med Med Med Med Med Med Med Med Med Med Small Med Weight 3 lb. 1 lb. 3 lb. Cost $50 $190 $250 $60 $30 $20 $40 $30 $50 $80 COMPUTERS AND CONSUMER ELECTRONICS Object Digital Camera Cell Phone Computer: Desktop Computer: Notebook Computer: Tablet Computer: Upgrade Digital Audio Recorder Digital Video Camera Modem: Broadband Modem: Cellular Smart Phone Satellite Phone Printer Scanner Walkie-talkie: Basic Walkie-talkie: Prof Size Tiny Dim Large Med Small — Tiny Small Tiny Tiny Tiny Small Med Med Tiny Tiny Weight 0. 2 lb.GEAR GEAR GENERAL EQUIPMENT This section covers the wide variety of general gear available to characters of all sorts. 2 lb. 3 lb. 15 lb. 2 lb.5 lb. 0. 1 lb. 5 lb. 3 lb.5 lb. EQUIPMENT TABLES BAGS AND BOXES Object Aluminum case 10 lb. Briefcase Contractor’s Field Bag Day Pack Handbag Range Pack: Standard Range Pack: Oversized Patrol box Size Med Large Large Med Med Small Small Small Med Med Weight 5 lb. 2 lb. 1 lb. 2 lb. 3 lb. 1 lb. Cost $100 $60 $500 $30 $30 $400 $20 $140 $140 $35 67 . Aluminum case 40 lb. 1 lb. 1 lb. Aluminum case 75 lb. 2 lb. 2 lb.5 lb. 2 lb. 2 lb. 5 lb.5 lb. 2 lb. Cost $100 $80 $150 $60 $90 $125 $60 $45 $75 $50 $25 $30 SURVEILLANCE GEAR Object Black Box Caller ID Defeater Cellular Interceptor Lineman’s Buttset Metal Detector Night Vision Goggles Tap Detector Phone Line Tap Phone Rece Tap Telephone Line Tracer Size Tiny Tiny Tiny Tiny Small Small Tiny Tiny Tiny Med Weight 0. 0. — 10 lb. 2 lb. 3 lb. 3 lb. 1 lb. 10 lb.
GEAR PROFESSIONAL EQUIPME NT Object Bolt Cutter Demolitions Kit Duct Tape Electrical Tool Kit Evidence Kit Fake ID Forgery Kit Handcuffs: Steel Handcuffs: Zip-tie Lock Release Gun Mechanical Tool Kit Multi Purpose Tool Pharmacist Kit Search-andRescue Kit Spike Strip Surgery Kit Size Med Med Tiny Huge Med Fine Small Tiny Dim Tiny Huge Tiny Med Med Huge Med Weight 5 lb. 0. 1 lb. CONTRACTOR’S FIELD B AG A combination tool bag and notebook computer case.5 lb.5 lb. 22 lb. 4 lb.5 lb. 7 lb. — 3 lb. 1 lb.5 lb. 1 lb. break DC 10). 8 lb. 0.5 lb.5 lb. 2 lb. this has pockets for tools. Cost $50 $150 $400 $15 $10 $40 $20 $5 $10 $30 $25 $150 $1 $10 $20 $25 ALUMINUM TRAVEL CASE A travel case is a reinforced metal box with foam inserts. 1 lb. 0. 5 lb. 0.5 lb. 6 lb.5 lb. It even has a clear plastic flap for maps or plans. BRIEFCASE A briefcase can carry up to 5 pounds worth of gear. Wing-style clamps keep it from opening accidentally. 1 lb. 0. 3 lb. pens.EQUIPMENT .5 lb. Cost $5 $20 $40 $30 $20 $35 $40 $85 $25 $70 $110 $25 $250 $400 BAGS AND BOXES SURVIVAL GEAR Object Binoculars: Standard Binoculars: Range-Finding Binoculars: Electro-Optical Chemical Light Sticks (5) Compass Fire Extinguisher Flash Goggles Flashlight: Penlight Flashlight: Standard Flashlight: Battery Flood Gas Mask GPS Receiver Map: Road Atlas Map: Tactical Map Mesh Vest Portable Stove Size Small Small Small Tiny Dim Med Tiny Dim Tiny Small Small Tiny Tiny Tiny Med Tiny Weight 2 lb. 4 lb. 0.5 lb. but its cheap lock is not very secure (Disable Device DC 20. 2 lb. and cell phones. 68 . 1 lb. 5 lb.5 lb.5 lb. 5 lb. 0. 1 lb.5 lb.5 lb. Cost $45 $200 $5 $400 $400 See text $400 $25 $25 $75 $250 $5 $150 $350 $450 $125 WEAPON ACCESSORIES Object Box magazine Detonator Blasting Cap Detonator Radio Controlled Detonator Timed Detonator Wired Holster Hip Holster Concealed Illuminator Laser sight Scope Standard Scope Electro-Optical Speed loader Suppressor Pistol Suppressor Rifle Size Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Tiny Small Tiny Tiny Small Weight 0. notepads. it holds 10 pounds worth of equipment and comes with a shoulder strap. 0. 45 lb. 1 lb. 0. 7 lb. 0. Made of durable fabric. 1 lb. 3 lb. 3 lb.5 lb. A briefcase can be locked. 0. 33 lb. 1 lb. 0. 0. 0.
undergarments. formal clothes are appropriate for “black tie” occasions. winter (primarily white). 69 First.EQUIPMENT . Formal: From a little black dress to a fully appointed tuxedo. HANDBAG Handbags provide another way to carry 2 pounds of equipment. Casual: Casual clothes range from cut-off jeans and a T-shirt to neatly pressed khakis and a hand-knit sweater. people on the job tend to wear uniforms — making such clothing an essential part of some disguises. and it tends to look sharp and well groomed without being overly formal. since a uniform inclines people to trust the wearer. They are also printed in digital camouflage patterns: woodland. this portable file cabinet has found favor with traveling salespeople. Business: A business outfit generally includes a jacket or blazer. or by outdoor enthusiasts on short hikes. Uniform: From the cable guy to a senior Air Force officer. appropriate shoes or boots. break DC 15). Clothes have two effects on game mechanics: one on Disguise checks. and any necessary belt or suspenders. storage for a laptop computer. PATROL BOX Originally developed for use by police officers. Clothes also help to hide firearms. and a writing surface. sea (blue gray). comfortable. socks or stockings.GEAR DAY PACK This is a small backpack. Special designer creations can have a cost much higher than shown on the table. and provide lots of pockets. CLOTHING OUTFIT An outfit of clothing represents everything a character needs to dress a part: pants or skirt. the sort often used by students to carry their books around. Fatigues: They’re rugged. and small objects. desert. highfashion purses can increase the cost. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files. It holds 8 pounds of gear and fits comfortably over one or both shoulders. and black are available. and the larger version can hold disassembled rifles. fatigues grant a +2 bonus on Stealth checks. CLOTHING The items described here represent special clothing types. A range pack easily holds several pistols and a submachine gun. clothing purposely tailored to conceal objects provides a bonus. body armor. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25. or unusual outfits that a character might need to purchase. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. . clothing is part of a disguise. urban (gray patterned). See the Disguise skill description for more on how appropriate dress affects Disguise checks. Tightly tailored clothing imposes a penalty on an attempt to conceal an object. When worn in an appropriate setting. shirt. The cost shown is for a basic bag. RANGE PACK This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. and one on Sleight of Hand checks.
EQUIPMENT - GEAR GHILLIE SUIT The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in woodland colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of –4 on all Dexterity checks, Dexterity-based skill checks (except Stealth), and melee attack rolls. OUTERWEAR In addition to keeping a Character warm and dry, coats and jackets provide additional concealment for things a Character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects). Fatigue Jacket: A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties. Outerwear Coat: An outer garment worn on the upper body. Its length and style vary according to fashion and use. Parka: This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather. Photojournalist’s Vest: Made of cotton with mesh panels to keep the wearer cool, the photojournalist’s vest has numerous obvious—and hidden—pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons, and also grants the “specially modified to conceal object” bonus when used to conceal tiny or smaller objects. Windbreaker: This is a lightweight jacket made of wind-resistant material. 70 TOOL BELT This sturdy leather belt has numerous pockets and loops for tools, nails, pencils, and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open, however, and items can easily fall out if the belt is tipped. COMPUTERS AND CONSUMER ELECTRONICS Rules for operating computers appear under the Knowledge (technology) skill. Some of the items in this section have monthly subscription costs as well as initial purchase costs. This accounts for both costs; once a character has obtained the item, he or she doesn’t have to worry about ongoing subscription costs. CAMERA Digital: A digital camera uses no film; instead, its pictures are simply downloaded to a computer as image files. No film developing is necessary. CELL PHONE A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 72 hours before it must be recharged. It works in any area covered by cellular service. COMPUTER Whether a desktop, notebook or tablet model, a computer usually includes a keyboard or virtual input interface, a mouse or touchpad, a monitor, speakers, an optical drive or USB storage interface, a broadband or wireless modem, and the latest processor. The latest computers can store large amounts of digital information, most often measured in megabytes or even terabytes. A character needs a computer to make complex Knowledge checks involving the Internet.
EQUIPMENT - GEAR Desktop: Bulky but powerful, these machines are common on desks everywhere. Notebook: Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers. These machines are selfcontained however, combining the processing components with the monitor and minimal peripherals all into a single compact unit. Tablets: The latest in portable computing, with interactive touch screens that range from 4 inches to 10 inches. Tablets are entirely wire-less and are capable of concealment in much the same way as handguns. Tablets are fast approaching the computing speeds of desktops and notebooks, but in their latest models are still slower. Upgrade: A character can upgrade a desktop, notebook, tablet’s computer’s processor to provide a +1 equipment bonus on Knowledge (technology) checks. Increase the cost by $100 to purchase an upgrade. DIGITAL AUDIO RECORDER These tiny recorders (about the size of a deck of playing cards) can record up to eight hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders don’t have extremely sensitive microphones; they only pick up sounds within 10 feet. DIGITAL VIDEO CAMERA Digital video cameras use some digital format to record audio and video activity. MODEM A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a computer and an appropriate data line (or a cell phone, in the case of a cellular modem). SMART PHONE Smart Phone is a handy tool for storing data. They can be linked to a notebook or desktop computer to move files back and forth, and can make a phone call. Different apps that can provide fun or serious uses can be downloaded. Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A broadband modem gives a character ondemand, high-speed access to data, allowing Knowledge (technology) checks involving the Internet to be made in half the normal time. Cellular: A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or she can use a cell phone. However, access speed is slow, and any Knowledge (technology) check involving the Internet takes half again the normal time (multiply by 1.5). PORTABLE SATELLITE TELEPHONE This object looks much like a bulky cell phone, and functions in much the same way as well. However, because it communicates directly via satellite, it can be used anywhere on earth, even in remote areas well beyond the extent of cell phone service. PRINTER The color inkjet printer described here is suited for creating hard copies of text and image files from computers. SCANNER A color flatbed scanner allows the user to transfer images and documents from hard copy onto a computer in digital form.
EQUIPMENT - GEAR WALKIE-TALKIE This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range. Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the Character’s conversations. It has a range of 2 miles. Professional: This high-end civilian model allows a Character to program in twenty different frequencies from thousands of choices—making it likely that the Character can find a frequency that’s not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles. SURVEILLANCE GEAR Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer’s job. BLACK BOX This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make a long-distance connection free of charge. They also let a user “bounce” a call through multiple switches, making the call harder to trace. The DC of any Knowledge (technology) check to trace the call is increased by 5. CALLER ID DEFEATER When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as “anonymous” or “unavailable” on a caller ID unit. Such a call can still be traced as normal, however. METAL DETECTOR This handheld device provides a +10 equipment bonus on all Perception checks involving metal objects. NIGHT VISION GOGGLES Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark-vision (range 120 ft.)—but because of the restricted field of view and lack of depth perception these goggles provide, they impose a –4 penalty on all Perception checks made by someone wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient 72 CELLULAR INTERCEPTOR About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service’s own transmitters. Intercepting the calls of a particular cell phone requires a Knowledge (technology) check (DC 25); if the user knows the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections. LINEMAN’S BUTTSET This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom. It functions as a portable, reusable telephone line tap. With a Craft (electronic) DC 10, a user can connect to a phone wire and hear any conversation that crosses it. A lineman's buttset is a common tool for telephone repair personnel.
and it helps detect if the line is tapped. wire explosive devices. Detecting a receiver tap by using a tap detector requires a Knowledge (technology) check (DC 15). It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Operating a line tracer is a full-round action requiring a Knowledge (technology) check DC 10. TELEPHONE TAP These devices allow a Character to listen to conversations over a particular phone line. Also. It does not indicate the type or location of the tap however. see below). 73 . Success gains one digit of the target phone number. Detecting a line tap by using a tap detector requires a Knowledge (technology) check (DC 25). when switched on. Line Tap: This tap can be attached to a phone line at TELEPHONE LINE TRACE R Essentially a highly specialized computer. It broadcasts all conversations on the line over a radio frequency that can be picked up by any professional walkie-talkie. TAP DETECTOR Plug this into a telephone line between the phone and the outlet. operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles). Installing it requires a Craft: Electronic check (DC 15). PROFESSIONAL EQUIPMENT This category covers a wide variety of specialized equipment used by professionals in adventurerelated fields. With a success. Receiver Tap: This item can be easily slipped into a This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. For situations of total darkness. a bolt cutter can snip through padlocks or chain-link fences. it can’t be used to detect a lineman’s buttset.EQUIPMENT . CAR OPENING KIT any point between a phone and the nearest junction box (usually on the street nearby). BOLT CUTTER An exceptionally heavy wire cutter. but a pitch-black cave or a sealed room doesn’t. DUCT TAPE Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. the goggles come with an infrared illuminator that. and disarm explosive devices. the tap detector indicates that a tap is present. make a Knowledge (technology) check (the DC varies according to the type of telephone tap used. This provides a +2 circumstance bonus on Craft (explosives). Detonators must be purchased separately. a line tracer hooked to a phone line can trace phone calls made to that line. The DC of a Disable Device check to accomplish this varies with the quality of the lock. Characters telephone handset as a Craft: Electronic check (DC 5).GEAR ambient light. DEMOLITIONS KIT This kit contains everything needed to set detonators. starting with the first number of the area code. even if there's a caller ID defeater hooked up at the other end. To detect a tap. All it takes is time.
This provides a +2 circumstance bonus on Linguistics skill HANDCUFFS Handcuffs are restraints designed to lock two limbs—normally the wrists—of a prisoner together. 10 hit points. and even power tools. a break DC of 30. FORGERY KIT This kit contains everything needed to use the Linguistics skill to prepare forged items. They have hardness 0. much like heavy-duty cable ties. FAKE ID Purchasing a falsified driver's license from a black market source can produce mixed results. When a character purchases a fake ID. can opener. depending on the skill of the forger. 2 inches wide. fasteners. This provides a +2 circumstance bonus on Knowledge checks under appropriate circumstances. and wire cutters. and a break DC of 25. A roll provides 70 feet of tape. and leads and wires. as determined by the GM. drivers. power tools. EVIDENCE KITS Law enforcement agencies around the world use generally the same tools to gather evidence. MECHANICAL TOOL KIT This collection of hand tools and small parts typically includes a variety of pliers. Zip-Tie: (x25). cutting devices. but may not be useful in all situations. the GM secretly makes a Linguistics check for the forger. The whole thing unfolds into a handy pair of pliers. Steel: These heavy-duty cuffs have hardness 10. short ruler. pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary). MULTIPURPOSE TOOL This device contains several different screwdrivers. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail). a forger has the Linguistics skill. drivers. scissors. The tool is useful for certain tasks.These are single-use disposable handcuffs. The cost of a fake ID is $100 + $10 per each rank in the forger's Linguistics skill. bottle opener. fasteners.EQUIPMENT . cutting devices. 4 hit points. It provides a +2 circumstance bonus on Craft (mechanical) or Craft (structural) checks. LOCK RELEASE GUN This small. which serves as the DC for the opposed check when someone inspects the fake ID. tweezers. ELECTRICAL TOOL KIT This collection of hand tools and small parts typically includes a variety of pliers.GEAR bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves. 74 . This provides a +2 circumstance bonus on Craft (electronic) checks. file. a knife blade or two. and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key. Typically. They fit any Medium-size or Small human or other individual that has an appropriate body structure.
two smoke grenades. the spike strip makes a touch attack roll (base attack bonus +0). Once activated. range finding binoculars include a digital readout that indicates the exact distance to the object on which they are focused. BINOCULARS Binoculars are useful for watching opponents. the spikes extend. It illuminates an area only 5 feet in radius. users looking through them see as if they had the dark-vision ability granted by night vision goggles. where it lies like a flat. it can’t be turned off or reused. wild game. SEARCH-AND-RESCUE KIT This waist pack contains a first aid kit. Deploy it by rolling it across a roadway. and the injury reduces foot speed to half normal (a successful Heal check. SURGERY KIT About the size of a small backpack. The listed cost is for a pack of 5 sticks. Wheeled vehicles passing over the strip are automatically hit—although vehicles equipped with puncture-resistant tires are not affected. Electro-Optical: Electro-optical binoculars function the same as standard binoculars in normal light. Standard: Standard binoculars reduce the range penalty for Perception checks to –1 for every 50 feet (instead of –1 for every 10 feet). When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord). the spikes do not protrude. or one day’s rest removes this penalty). SURVIVAL GEAR Survival gear helps characters keep themselves alive in the great outdoors. segmented belt. or each round a individual spends fighting in such an area. waterproof matches. 50 feet of durable nylon rope. 75 . this kit contains the instruments needed for rudimentary emergency field surgery. Each time a individual moves through a square containing an activated spike strip at any rate greater than half speed.GEAR PHARMACIST KIT A portable pharmacy provides a +2 circumstance bonus on Craft (pharmaceutical) skill. and cars can pass safely over it.) Until the strip is activated. The strip deals 2 points of damage on a successful hit. This gear is in addition to the gear in the Pathfinder Role Playing Game Core rules. DC 15. SPIKE STRIP This device is designed to help the police end car chases. Range finding: In addition to the benefit of standard binoculars. and one signal flare. The strip comes rolled in a spool about the size of a small suitcase. SAR kit provides a +2 circumstance bonus on Survival skill. however. and sporting events from a long distance. In darkness. uses a chemical reaction to create light for 6 hours. when activated. (The user can roll it out onto the road without entering the lane of traffic. a compass.EQUIPMENT . a standard flashlight. CHEMICAL LIGHT STICK This disposable plastic stick. a lightweight “space” blanket.
A mesh vest provides a +2 bonus to Strength for the purpose of determining carrying capacity. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. and can easily be broken down and carried for backpacking. FLASHLIGHT Flashlights come in a wide variety of sizes and quality levels. along with loops for attaching grenades. Tactical Map: A tactical map covers a small area— usually a few miles on a side—in exacting detail. A GPS receiver grants its user a +4 equipment bonus on Survival checks. this item projects a bright beam 100 feet long and 50 feet across at its end. It provides total protection from eye and lung irritants. MESH VEST This is a lightweight vest with a series of pockets for items such as a compass.GEAR COMPASS A compass relies on the Earth’s magnetic field to determine the direction of magnetic north. PORTABLE STOVE This small stove works on kerosene or white gasoline. Road Atlas: They can be purchased for most major metropolitan areas. Those covered here are professional. a map can tell a character where he is going and what to expect when he gets there. pressure bandages. rugged enough to withstand the rigors of modern adventuring. spare ammunition magazines. heavyduty models. GPS RECEIVER Global positioning system receivers use signals from GPS satellites to determine the receiver’s location to within a few dozen feet. It projects a beam of light 10 feet long and 5 feet wide at its end. Battery Flood: Practically a handheld spotlight. Standard: This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. FLASH GOGGLES These eye coverings provide total protection against blinding light. It contains enough material for two such uses. Penlight: This small flashlight can be carried on a key for 12 hours of use. The cost for one extra filter canister is $50. Flashlights negate penalties for darkness within their illuminated areas. It can hold up to 40 pounds of equipment. it only works outdoors. and a radio. GAS MASK This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. but because the receiver must be able to pick up satellite signals. knives. The filter canister lasts 76 . detailing every street in the entire region.EQUIPMENT . A compass grants its user a +2 equipment bonus on Survival checks. MAP While a compass or GPS receiver can help a character find their way through the wilderness. ring. or tools. Changing a filter is a move action. FIRE EXTINGUISHER This portable apparatus uses a chemical spray to extinguish small fires.
Failure means that the explosive fails to go off as planned. but longer lengths can be spliced in with a Craft: Explosives check (DC 10). Timed: This is an electronic timer connected to the detonator. freeing up one of the user’s hands. The detonator comes with 100 feet of 77 . a number of accessories can increase their utility or efficiency. causing it to explode. In most cases. the detonator goes off. with a Craft: Explosives check (DC 10). It functions as a standard flashlight. and projects a tiny red dot on the weapon’s target. Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). such as a light switch or a car’s ignition switch. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. The activation device is an electronic item about the size of a deck of cards. It can be wired into any electrical device. However.EQUIPMENT . this is a shoulder holster (the weapon fits under the wearer’s armpit. presumably beneath a jacket). controller. a laser sight can’t be used outdoors during the daytime. a safety. The blasting cap connects by a wire to an activation device. usually a small pistol-grip device that the user squeezes. Like an alarm clock. Failure by 10 or more means the explosive goes off as the detonator is being installed. HOLSTER Holsters are generally available for all Medium-size or smaller firearms. Radio Control: This device consists of two parts: the detonator itself and the activation device. It has a range of 500 feet. When the switch is toggled.GEAR WEAPON ACCESSORIES As if modern weapons weren’t dangerous enough. DETONATOR A detonator activates an explosive. When the electrical device is activated. Tiny weapons can also be carried in ankle or boot holsters. and an activation switch. Hip: This holster holds the weapon in an easily accessed—and easily seen—location. Concealed Carry: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). it can be set to go off at a particular time. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. setting it off. Wired: This is the simplest form of detonator. Connecting a detonator to an explosive requires a Craft (explosives) check DC 15. a character can purchase extras. with an antenna. LASER SIGHT This small laser mounts on a firearm. BOX MAGAZINE For weapons that use box magazines. Blasting Cap: This is a detonator without a built-in wire. ILLUMINATOR An illuminator is a small flashlight that mounts to a firearm. the activation device sends a signal to the detonator by radio.
Electro-Optical: An electro-optical scope functions the same as a standard scope in normal light. it’s difficult to tell where the sound is coming from. increment for a ranged weapon by one-half (multiply by 1. Standard: A standard scope increases the range SUPPRESSOR A suppressor fits on the end of a firearm. DC 15.EQUIPMENT . the only sound is the mechanical action of the weapon (Perception check. however. making it difficult to use. dramatically reducing the sound the weapon makes when it is used. it has a very limited field of view. For handguns.5). SPEED LOADER A speed loader holds a number of bullets in a ring. capturing the gases traveling at supersonic speed that propel a bullet as it is fired. However. Modifying a weapon to accept a suppressor requires a Craft (mechanical) check (DC 15). to notice). to use a scope a Character must spend a standard action acquiring his or her target. For longarms. Once a weapon has been modified in this manner. since a Character can insert all the bullets at once. Using a speed loader saves time in reloading a revolver. although a scope magnifies the image of the target.GEAR SCOPE A scope is a sighting device that makes it easier to hit targets at long range. he or she must reacquire the target to gain the benefit of the scope. 78 . the user sees through it as if he or she had the dark-vision ability granted by night vision goggles. the supersonic speed of the bullet itself still makes noise. This eliminates the noise from the bullet’s firing. a suppressor can be attached or removed as a move action. However. In darkness. requiring a Perception check (DC 15) to locate the source of the gunfire. If the character changes targets or otherwise loses sight of the target. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition. However. Suppressors cannot be used on revolvers or shotguns. in a position that mirrors the chambers in a revolver cylinder.
Hit Points: The vehicle’s full normal hit points. Many vehicles can carry extra passengers instead of cargo. To calculate a vehicle’s actual CMB and CMD. All of a vehicle’s saving throws (Fortitude. pilot. Water base vehicles are center/rear.Profession: Sailor Air .VEHICLES VEHICLES AC and Hardness: The vehicle’s base Armor Class. 79 . All modern vehicles use a Profession skill for a driving check. Vehicle Type: The following skills will add your skill points to the base stats for the vehicle. and/or sailor) modifier to the vehicle’s base Armor Class. and/or sailor) modifier to this base value. All modern vehicles share similar game traits that are universal for the modern setting. Reflex. More information on vehicles can be found in The Pathfinder Role Playing Game: Ultimate Combat VEHICLE TABLE Name: Make and Model of the vehicle. add the character’s Profession (driver. pilot.EQUIPMENT . Squares: The number of squares the vehicle takes up on the battle mat. Crew: The first number lists the minimum crew complement the vehicle needs to function normally. To calculate a vehicle’s actual Armor Class. Maximum Speed: This is the fastest the vehicle can move.Profession: Pilot All modern vehicles are considered Facing Forward. it is disabled. and Will) have the same value. This number reflects the base price and doesn’t include any modifier for purchasing the vehicle on the black market. and/or sailor) modifier to the vehicle’ base Armor Class. Cost: This is the purchase cost to acquire the vehicle. To determine a vehicle’s actual saving throw modifiers. The second value lists the vehicle’s maximum of passengers. Base Save: The vehicle’s base save modifier. All vehicles also have a Hardness depending on type. add the character’s Profession (driver. When a vehicle reaches half its hit points. one additional passenger can be carried for each 200 pounds of unused cargo capacity. CMB and CMD: This is the vehicle’s base CMB and CMD. A vehicle’s width is always considered to be one square. Land . add the character’s Profession (driver. All modern vehicles use a petroleum based fuel for propulsion. pilot. and often unsafe experience for those passengers. Most modern vehicles do not have a restriction to buy.Profession: Driver Water . Most modern air and land vehicles have a driving space in the most forward squares. uncomfortable. but doing so is usually a cramped. Acceleration: This is how fast a vehicle can increase or decrease safely in a round. Cargo Capacity: The amount of cargo the vehicle is designed to carry. All modern vehicles use some form of a steering wheel as a Driving Device. As a rule of thumb.
000 $1.000 $20.luxury car with an increase of $1000 to the vehicle’s cost.EQUIPMENT . 750 lbs.000 AC 9 7 8 8 8 8 8 8 6 9 8 9 7 10 9 9 9 9 6 8 8 6 8 9 6 6 6 6 4 Hard ness 5 5 5 5 5 5 5 6 6 6 6 7 6 3 3 3 3 3 8 12 10 7 6 3 3 7 7 5 3 Hit Points 132 132 136 134 130 128 128 136 144 140 134 140 135 118 122 115 116 118 150 255 245 140 126 114 135 132 144 130 115 Base Save +0 +1 +2 +2 +1 +2 +1 +2 +4 +3 +2 +4 +3 +1 -+1 +0 +0 +0 +4 +5 +4 +4 +2 +1 +4 +4 +4 +4 +5 Max Speed 325 285 280 265 285 240 250 180 165 175 185 160 165 375 250 180 185 100 150 150 180 80 100 110 225 240 1100 225 80 CMB CMD 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 4/14 2/14 2/14 2/14 2/14 6/16 10/20 8/18 10/20 8/18 6/16 8/18 10/20 12/22 10/20 8/18 Accel eration 32 28 28 26 28 24 25 18 16 17 18 16 16 37 25 18 18 10 15 15 18 8 10 11 22 24 110 22 8 Crew 1/1 1/4 1/4 1/4 1/3 1/3 1/3 1/2 1/7 1/6 1/4 1/4 1/7 1/0 1/1 1/0 1/0 1/0 1/2 1/3 1/8 1/12 1/10 1/1 2/12 1/6 2/10 1/8 1/1 Cargo Capacity 100 lbs.000 $27.5 tons 350 lbs.000 $40.000 $38. 150 lbs. and an AM/FM radio with CD & MP3 players. 80 . CIVILIAN CARS Most new civilian cars include such standard features as air conditioning. air bags.5 tons 50 lbs. 3 tons 500 lbs. these luxury amenities can be added to a non. sunroofs. 0 50 lbs.000 $30.750.000 $750. In general.000 $22.000 $550.000 $50.000 $20. antilock brakes. power seats. 400 lbs. leather upholstery. cruise control.000 $1.000 $76. 400 lbs. 1.000 $21. 350 lbs. keyless entry. Luxury vehicles often also include extras such as heated side mirrors. perhaps to fire weapons.400. 100 lbs. and built-in GPS navigation. 250 lbs. 14 tons 3 tons 250 lbs. 300 lbs. 0 2 tons 1000 lbs. civilian cars provide threequarters cover for their occupants (although passengers.000 $9.000 $9.000 $30.000 $46. Driving a land vehicle is covered by the Profession: Driver skill.000 $2. who lean out of windows or sunroofs.5 tons 1000 lbs. 0 25 lbs.000 $17.700.VEHICALS Name Audi R8 BMW 535I Cadillac CTS Dodge Charger Ford Mustang Honda Civic Mini Cooper Chevrolet Silverado Dodge Sprinter Cargo Van Jeep Commander Nissan Xterra 4x4 Ford F-350 Dually Volkswagen Routan Ducati 1198SP Superbike Harley Davidson Road King Suzuki RM-Z450 Triumph Tiger Polaris Sportsman ATV Kenworth T-370 Moving Truck Armortek Armored Truck Armortek Armored Limousine Monterey Cabin Cruiser Sport Nautique Yamaha Waverunner Sikorsky 76 Helicopter Bell 212 Jet Ranger Learjet Model 45 Corporate jet Cessna Caravan Prop Airplane Quicksilver GT500 Ultra light Type Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Land Water Water Water Air Air Air Air Air Sq 1 1 1 1 1 1 1 1 2 2 1 1 1 1 1 1 1 1 1 1 2 3 3 1 3 2 3 2 1 Cost $114. 1.000 $28. 75 lbs.000 $25. 500 lbs. 1. Unless otherwise noted.000 $8.000 $32.000 $40.000 $650.000 $60.000 $9. may be reduced to onehalf or even one-quarter cover).
sport utility vehicles.VEHICALS AUDI R8 This is a true supercar in every sense. At around 550 horsepower. CIVILIAN TRUCKS Trucks include pickups. It offers roomy comfort while boasting superior handling. provides only one-half cover. the Mustang is legendary for its performance and handling. Catering to the business elite. this BMW mixes speed and agility with comfort and amenities. DODGE SPRINTER VAN The Sprinter represents the new design of full-size cargo hauling vans. As a two-door coupe it lacks passenger and cargo space. and minivans. and the various crew-cab styles offer a range of work-to-luxury options. but that’s not why consumers buy them. FORD F-350 DUALLY This super duty truck is made to haul heavy loads. this truck is also a popular daily driver. DODGE CHARGER The Charger is a popular remake of an American classic muscle car. however. They generally have the same features as civilian cars. CHEVROLET SILVERADO Rugged and reliable. Highly adaptable for a variety of work applications. JEEP COMMANDER Superb off-road capabilities are the hallmark of this large SUV. with a lightweight body powered by a V-10 engine. HONDA CIVIC Few cars have matched the reliability of the Honda Civic. The 6. it can also serve as a passenger or personal-use van.7 liter supercharged diesel engine provides serious towing capacity. A definite lack of luxury is not missed when most owners only want to play in the mud. BMW 535I A luxury sport sedan of the highest quality. trucks generally provide three-quarters cover to their occupants. 81 . CADILLAC CTS The CTS is a mid-size luxury sedan that offers great performance at a reasonable price. this fourdoor car is built like a tailored suit. Short on room but long on handling. the Silverado stands to be a solid V-8 powered work truck. The rear bed of a pickup truck. NISSAN XTERRA The Xterra is an affordable compact SUV that is built for rugged off-road use. Like cars. With added styling and luxury features. FORD MUSTANG Another icon of American horsepower. the quick and agile R8 is tough to keep up with. This compact sedan offers an enjoyable ride at a reasonable price MINI COOPER Classic British styling combines with German engineering to produce a thrilling little compact coupe. vans.EQUIPMENT . The Commander offers full size passenger space at a moderate price. This sedan offers an attractive style and gutsy performance.
KENWORTH T-370 MOVING TRUCK This medium duty truck is all business. along with the solid protection of an armored vehicle. POLARIS SPORTSMAN ATV This heavy-duty four-wheeled ATV is built for work or play.VEHICALS VOLKSWAGEN ROUTAN The Routan is a stylish passenger minivan that offers practical horsepower and stable handling. ARMORTEK ARMORED TRUCK The classic armored vehicle used to transport money and other valuables. mounting a motorcycle is a free action. CIVILIAN MOTORCYCLES Unlike getting into a car. With a 24’ box body attached to the frame. SUZUKI RM-Z450 The RM-Z450 is a high performance motocross dirt bike. but each Monterey is built to be comfortable and reliable. is with most other vehicles in this section. with extra protection in the operator’s location. 82 . this Kenworth can haul some respectable loads. with a powerful motor that rumbles like no other. towing. trailblazing or hunting. All windows. so the model name isn’t specified as it This large boat is about thirty feet long and is built for running in open waters. shocks and steering-dampers. It is loaded with superior suspension. but they provide no cover to their occupants. Precision steering and handling make this rugged bike a true competitor. this bike is made for the open highway. Hidden gun ports increase the defensive capabilities of this truck. CIVILIAN WATER VEHICLE S Piloting a water vehicle is covered by the Profession: Sailor skill. Heavy and stable. OTHER CIVILIAN VEHIC LES A few types of vehicles don’t fit neatly into the categories covered above. HARLEY DAVIDSON ROAD KING The Road King is a classically styled cruiser/tour motorcycle. walls and doors are heavily armored. Many of these (such as the armored truck and the limousine) are usually custom built. MONTEREY CABIN CRUISER ARMORTEK ARMORED LIMOUSINE A stretched sedan that offers a high level of luxury. For those that mix it up between the street and the trail.EQUIPMENT . offering a solid and reliable cab & chassis coupled with a powerful diesel engine pushing 360 hp and 1050 ftlbs of torque. Luxury options can reach obscene levels. this reliable bike fits all bills. The description and stats reflect a typical model. and can be adapted to hauling. TRIUMPH TIGER The Tiger is a versatile mid-powered motorcycle that can be adapted for on-road or off-road riding. DUCATI 1198SP This Italian superbike is built for speed and performance. Motorcycles tend to perform better than automobiles.
CESSNA CARAVAN This single-prop plane is reliable and dependable. It can move quickly atop the water and has potential for several uses. or recreational uses. there’s no wonder these helicopters are seen throughout the world. It is adaptable to many uses and luxury options are available. are controlled by the use of the Profession: Pilot skill. transport. there are also government and even military applications applied to the 76. They can be adapted to some work applications. SIKORSKY 76 HELICOPTER This jet-assisted helicopter was made for passenger transport in various levels of luxury.EQUIPMENT . QUICKSILVER GT500 ULTRALIGHT An ultra-light is a one-seat personal flying wing with a small rear-mounted prop engine. It is adaptable to work. but are mainly used for recreation. A few examples are provided here from the variety of air going vehicles that might be available to characters. With a good capacity for either passengers or cargo. CIVILIAN AIRCRAFT All aircraft. the Lear Jet never fails to provide. YAMAHA WAVERUNNER The Wave runner is a personal watercraft. from one-seat to jumbo jets. BELL 212 JET RANGER This is a popular helicopter used by many different corporate and government agencies. It allows its operators to get into the tight spots that boats cannot. Used mainly by the business-class. LEARJET MODEL 45 When you need to fly in reliable luxury.VEHICALS SPORT NAUTIQUE This boat is mainly geared toward family water sports and activities. They have a limited range and altitude ceiling. 83 .
Services Item Auto repair $50 $100 $200 $400 $800 Cost Bribery Bouncer $50 Bureaucrat $1000 Informant $1000 Police officer $1000 Legal Service $100 + $100 per ranks in Know(civics) 84 . Services are identified on Table: Services. and housing. coach Domestic. Lifestyle Items Housing Small condo Large condo Small house Medium house Large house Mansion Entertainment Movie ticket Theater ticket Sporting event ticket Meals Fast food Family restaurant Upscale restaurant Fancy restaurant Transportation Airfare Domestic. entertainment and meals beyond the ordinary. first class Car rental Economy car Mid-size or truck Luxury Lodging Budget motel Average hotel Upscale hotel $140 $300 $500 $1000 Cost $20 $25 $100 Cost $50 $85 $200 Cost $75000 $100000 $150000 $200000 $400000 $1000000 Cost $10 $40 $40 Cost $5 $10 $20 $40 Cost 1 to 10 hp dam 11 to 20 hp dam 21 to 30 hp dam 30+ hp dam Towing Bail bonds Property crime Assault crime Death crime $1000 $5000 $50000 SERVICES The broad spectrum of services available to characters is only represented in overview here. for those characters interested in buying a home rather than renting.EQUIPMENT – LIFESTYLE AND SERVIC ES LIFESTYLE Lifestyle items include travel expenses. Lifestyle items are shown on the table below. coach International. first class International.
They serve as a primary bastion against the ever-present threat of a supernatural incursion. but they generally have their own leader. If the spirit makes the save. The spirit must make a Willpower save DC (10 + Hero's Wisdom Bonus and ½ your level). GREEN LANGUAGE Also known as the “Language of the Birds”. OCCULT LANGUAGES You must have the skill Knowledge: Arcana to learn an Occult language. Alignment: Any Hunters can have any Alignment. They hunt the supernatural and keep the innocent safe. Groups of Hunters are not unknown.SAMPLE SETTING SAMPLE MODERN SETTIN G FACTION HUNTER THE MODERN PATH: HER OES OF THE HUNT This is a campaign setting where the Heroes are Hunters of the supernatural. Alignments can have their lines blurred when you are faced with the supernatural. Good Archetype Choice: Shadow Hunter . Hunters must stand fearless in the face of the supernatural. Faction Leader: None Used in many mystic rituals. 85 Hunters are a loose group of individuals and many work on their own. it drains 1 Hero Point from the Hero and can manifest itself and use its powers. and/or experience. OURANIAN BARBARIC The Hunter can come from any walk of life. What the spirit wants is up to the Game master. The faction’s strength lies in its ability to remain unknown by the general public. Goal: Abolish the Supernatural The primary goal of a Hunter is to eliminate the supernatural. THEBAN SCRIPT Witches' Alphabet DIFFICULTLY HAUNTING Penalty: You have a spirit attached to you. ENOCHIAN Language of angels. background. Each day the spirit will try and drain 1 Hero Point from the Hero to manifest itself.
This provides no benefits to your allies and no benefits against creatures other than the target. but not concealment provided by darkness. Ghost. FAVORED SUPERNATURAL Prerequisite: None Benefit: The Shadow Hunter selects a supernatural creature type. etc). he gets a +2 bonus on weapon attack and damage rolls against them. Knowledge. Sense Motive. and similar effects affecting the target. as his favored hunted creature. This effects last for 1 round per level of the Shadow Hunter and is a standard action to initiate but not to maintain. This effects last for 1 round per level of the Shadow Hunter and is a standard action to initiate but not to maintain. Demon. displacement. This may be selected again to gain an additional favored enemy. Likewise. Perception. and receive a +20 competence bonus on Perception checks to locate the target. (i. Vampire. Zombie. Locate Target greatly enhances your senses against the target creature.SAMPLE SETTING ARCHTYPE SHADOW HUNTER Skill Points per Level: 6 Hit Dice per Level: 10 SHADOW HUNTER ADVANCMENT Base Attack Fort Ref Level Bonus Save Save 1st +0 +1 +1 2nd +1 +2 +2 3rd +2 +2 +2 4th +3 +2 +2 5th +3 +3 +3 6th +4 +3 +3 7th +5 +4 +4 8th +6/+1 +4 +4 9th +6/+1 +4 +4 10th +7/+2 +5 +5 11th +8/+3 +5 +5 12th +9/+4 +6 +6 13th +9/+4 +6 +6 14th +10/+5 +6 +6 15th +11/+6/+1 +7 +7 16th +12/+7/+2 +7 +7 17th +12/+7/+2 +8 +8 18th +13/+8/+3 +8 +8 19th +14/+9/+4 +8 +8 20th +15/+10/+5 +9 +9 TRAINING DETECT MAGICAL AURA Prerequisite: Sensitive Benefit: For one Hero Point per item. invisibility.e. You ignore concealment provided by fog or mist. blur. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell. A Shadow Hunter may make Knowledge skill checks untrained when attempting to identify these creatures. the Shadow Hunter gains the spell-like ability to detect magic. and Survival checks against creatures of his selected type. LOCATE TARGET Prerequisite: Detect Magical Aura Benefit: For one Hero Point. Werewolf. Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 86 . He gains a +2 bonus on Bluff.
(per 1 Hero Point). An “unknown” response is for questions with no immediate answer. spell effects. the Shadow Hunter can remove a condition from himself. 87 . Rather it is an obvious fact to the Shadow Hunter alone. Your attacks made with weapons ignore 1 point. The Game Master rolls percentile dice. shaken. hunch. and will not stand up in a court of law. or that it is so vague that there is no chance for success. In these cases. You can remove the dazed. A hunch does not translate as a legal truth. A “both” response is possible for vague assumptions. or guess is correct. and supernatural creatures. The Shadow Hunter may. both or neither. there is a 10% per Hero Point chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not). the player knows if the hunch is true. SEEN IT Prerequisite: Fearless Talent Benefit: For one Hero Point. Finding proof of an assumption would require additional work. This effects last for 1 round per level of the Shadow Hunter and is a standard action to initiate but not to maintain. as a full-round action. SWIFT TRACK Prerequisite: None Benefit: The Shadow Hunter can move at his normal speed while using Survival to follow a supernatural creature without taking the normal –5 penalty. It may be determined that a hunch is so obvious that it does not require a roll. This feat does not apply to damage reduction without a type (such as DR 10/—). PLAY A HUNCH Prerequisite: None Benefit: The Shadow Hunter gains the ability to make a guess and be assured that it is correct. If the roll is a success. you learn what category of thing you have sensed (including its type if it is a creature). The Shadow Hunter can notice spells. the Hero Point is not spent (though the attempt still counts as a full-round action).SAMPLE SETTING PENETRATING STRIKE Prerequisite: None Benefit: Your attacks are capable of penetrating the defenses of some creatures. of damage reduction. He takes only a –10 penalty (instead of the normal – 20) when moving at up to twice normal speed while tracking. false. SENSITIVE Prerequisite: None Benefit: The Shadow Hunter becomes aware of the unseen. spend a Hero Point to determine whether an assumption. fatigued. or staggered condition. The player states the assertion and pays a Hero Point. For one Hero Point. magic items.
without penalty. but he cannot select a new quarry for 24 hours. 88 . Whenever he is following his quarry. for 1 Hero Point. he receives a +2 insight bonus on attack rolls made against his quarry.SAMPLE SETTING TRACKING THE SHADOWS Prerequisite: Favored Supernatural and Swift Track Benefit: The Shadow Hunter can. In addition. A Shadow Hunter can have no more than one quarry at a time and the creature's type must correspond to one of his Favored Supernatural types. he can select a new quarry after waiting 1 hour. ZOMBIE HUNTING Prerequisite: Favored Supernatural (Zombies) Benefit: The Shadow Hunter specializes in Zombie hunting and gains proficiency in Chainsaw and an additional +1 on any rolls involving Zombies. a Shadow Hunter can take 10 on his Survival skill checks while moving at normal speed. denote one target within his line of sight as his quarry. and all critical threats are automatically confirmed. If the Shadow Hunter sees proof that his quarry is destroyed. He can dismiss this effect at any time as a free action.
MSRD Advanced and Prestige Class’s Abilities rolled into Archetype Training .CONVERSION NOTES CONVERSION NOTES To stay compatible and within the spirit of The Pathfinder Role Playing Game. many items from the MSRD were rolled over. CLASSES MSRD Base classes rolled in to Modern Hero class MSRD Advanced and Prestige classes rolled into Archetypes MSRD Action Points rolled into Hero Points CLASS ABILITIES MSRD Base Class’s Talents rolled into Modern Hero Talents. CHARACTERS MSRD Allegiances rolled into Alignment MSRD Organizations rolled into Factions MSRD Reputation rolled into Prestige Points SKILLS MSRD Computer Use rolled in Knowledge: Technology MSRD Craft Chemical rolled into Craft Alchemy MSRD Demolitions rolled into Craft Explosives MSRD Drive and Pilot rolled into Profession: Driver and Pilot MSRD Gamble rolled into Profession Gambler MSRD Investigate and Research rolled into Knowledge MSRD Knowledge Arcane lore rolled into Knowledge Arcana MSDR Knowledge Theology and Philosophy rolled into Knowledge Religion MSRD Repair rolled into Craft skills MSRD Treat Injury rolled into Heal FEATS MSRD All Firearm Feats rolled into Simple. Martial and Exotic Weapon Feats MSRD Combat Martial Arts rolled into Improved Unarmed Strike 89 MSRD Defensive Martial Arts rolled into Defensive Combat Training MSRD Combat Throw rolled into Ki Throw from the Pathfinder Advanced Player's Guide OCCUPATIONS MSRD Occupations rolled into Traits.
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