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I N T R O D U C T I ON
The flashing red light on the security console snapped crime, or the cut-throat environment of corporate
me out of a bored daze. Immediately my heart started espionage. Let your imagination run wild with some
thumping as I fumbled for the radio transceiver. gritty urban vigilantism or an overly dramatic gumshoe
“Uh…Charlie, come in…over.” Wincing at my thorough detective story. Are you starting to see the potential?
lack of professionalism and the fact that I practically The background is already provided; all that is waiting
squeaked the words, I waited for my more experienced is your storyline and the player’s characters.
partner to respond. When Charlie did answer, it was
with his casual drawl, “Go ahead Stevie, what’s got WH AT ’ S S O G R E AT AB O U T T HI S S Y S T E M ?
your panties all twisted this time?” Ignoring the verbal
jab, I quickly mashed the radio’s send button, “Charlie, We did not want to reinvent the wheel; we just wanted
there’s a silent alarm going off at the rear entrance to to make it roll smoother on the modern highway
warehouse five!” Charlie responded with a grunted (maybe with some low-pro bling 22’s). The rules
curse and I could hear his duty belt start to jangle as system in the Modern Path – Heroes of the Modern
he broke into a run. “Start recording everything World RPG is, we feel, an evolutionary step forward for
Stevie”, he huffed out, “And get your butt over there a system that has already proven to be excellent in
to back me up… Christ! That’s the munitions another genre. Thanks to the wonderful OGL, we admit
warehouse.” Great, I thought to myself as I hurried to that most of the work was already done. What we have
set the security controls and rush to join my partner. focused on is making a system that is versatile, as is
Someone is stealing the high tech weapons…this fitting for the modern times.
should not be happening in the first week of my new
Because of globalization, characters in a modern
job!
setting should not be “pigeon-holed” into classes or
Welcome to the Modern Path - Heroes of the Modern
areas of knowledge. We offer only one base class – the
World!
Modern Hero, a framework upon which to build. It is
then up to the player to build his own unique character
W H Y T H E MO D ER N G E N R E ? and to have the freedom to shape that character as it
advances through the levels of experience. So,
What is the thing that sets the modern genre of role versatility and freedom of choice, let’s make that our
playing games apart from all others? Is it the hallmark.
technology? Perhaps it is the culture? Wait…it’s the Now go on, grab those Pathfinder Role Playing Game
guns, right? Well, maybe it is all of those aspects, but rules, get your dice ready & boot up that laptop…quit
perhaps that certain something is more intangible. wasting time reading intros!
Perhaps it is the personal knowledge and frame of
reference that each of us, as players, bring to the ~ GRC TEAM
game.
Even those of us who snoozed through some of our
classes can bring to mind general knowledge of the TH E G R C T E A M I S:

geography, politics, pop culture and even the military,


Chris Clark, Jason Mangum, Barry Spryng and Kevin

that are all a part of our modern time. Everyone knows


Webb.

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 SP EC I A L T H A N K S TO :

know the difference between an AK-47 and an M-16.


The point is, players don't have to learn about new Ruth Webb, for wonderful web page development and

page art.

cultures, or the geography of new lands. They don’t


Derek Mason, Vincent Berry and the many other fans

have to memorize new cultural tendencies or political for play testing and rule advice.

structures. In the modern setting, these things are Michael McNeill for editing, play testing, bug smashing

already a part of our lives. and overall quality assurance of this material.

Now, with all that general knowledge in place, Scott Crosson for Hero Lab support and play testing.

reinterpret the latest political struggle, or military Josh Leyh for the character sheets and play testing.

conflict. Imagine the ruthless underside of organized

3
CHARACTERS

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sgetst art
ed…
C H A R A C T E RS
RAC ES Algic: Algonkin, Arapaho, Blackfoot, Cheyenne,

and Shawnee

The game world will determine the prominence of Armenian: Armenian.

non-human races and is ultimately determined by Athabascan: Apache, Chipewyan, Navaho.

the GM. Attic: Ancient Greek*, Greek.

In a standard game, the modern world is Baltic: Latvian, Lithuanian.

primarily made up of humans. This is not to say Celtic: Gaelic (Irish) Gaelic (Scots) Welsh.

that non-human races no longer exist; they just Chinese: Cantonese, Mandarin.

aren’t as prominent. Most of the non-human Finno-Lappic: Estonian, Finnish, Lapp.

races have remained true to their old ways and Germanic: Afrikaans, Danish, Dutch, English,

traditions. They have learned to live in isolation Flemish, German, Icelandic, Norwegian, Swedish,

and avoid modern humans. These elder races Yiddish.

have retained the knowledge of the past and are Hamo-Semitic: Coptic*, Middle Egyptian*.

able to play any class they wish. There is one Indic: Hindi, Punjabi, Sanskrit*, Urdu.

exception; the Modern Hero class cannot be Iranian: Farsi, Pashto.

taken as a Favorite class by non-humans. Only Japanese: Japanese.

humans can take this option. Korean: Korean.

Romance: French, Italian, Latin*, Portuguese,

AL IG NM ENT Romanian, Spanish.

Semitic: Akkadian (aka Babylonian)*, Ancient

Player characters are free to choose from any Hebrew*, Arabic, Aramaic*, Hebrew.

alignment they wish, for these distinctions still Slavic: Belorussian, Bulgarian, Czech, Polish,

hold weight even in the modern world. Russian, Serbo-Croatian, Slovak, Ukrainian.

Tibeto-Burman: Burmese, Herpa, Tibetan.

RE L IG ION Turkic: Azerbaijani, Turkish, Uzbek.

Ugric: Hungarian (aka Magyar).

Characters may choose (or not choose) any deity *This is an ancient language and must have at

they wish. The modern world is predominantly least 1 rank in Knowledge (history) to gain

divided by five major organized religions. access to this language group.

However, many ancient religious beliefs continue


to thrive in isolation. WEAL T H

LAN G U A GES All items are listed in USD ($) prices. To buy a

fantasy item that is listed in gold pieces; count

A character may choose any single language as one USD to be equivalent to one silver piece. This

his native tongue, with the exception of an isn’t a perfect conversion, but a simple way to
ancient language. You must have a background easily convert fantasy to a modern currency
in history to learn an ancient language. For each system.
rank in Knowledge (history) you gain access to Example: If a player wishes to buy a Javelin of
one ancient language group. Lightning, the fantasy cost is: 1500 gp, the
The following is a list of some known language modern cost is $15,000.
groups. This list is in no way complete, it simply
offers some examples.

5
C H A R A C T E RS
Leve Base Fort Ref Will Special FACT IO NS
l Attack Sav Sav Sav
e e e A character can belong to only one faction at any
1 0 +0 +0 +0 Difficult
given time, but the character is free to change
y and
factions as he sees fit. To change a faction it will
Trait

cost the character 3 Prestige Points per current


2 +1 +0 +0 +0
3 +1 +1 +1 +1 level. When changing to a new faction the
4 +2 +1 +1 +1 Bonus character keeps his Fame score and any faction
feat traits, but loses all Prestige Points in the old
5 +2 +1 +1 +1 faction.
6 +3 +2 +2 +2
A faction can be any group including: Person,
7
+3 +2 +2 +2 New
Group, Organization, Nation, Belief System,
Class

Ethical Philosophy or a Moral Philosophy.


Skill

8 +4 +2 +2 +2 Each Faction comes with many different benefits


9 +4 +3 +3 +3 including: Gear, Traits, Fame and Prestige Points.
10 +5 +3 +3 +3 Bonus Fame and Prestige Points represent the
feat character’s reputation and the number of favors
11 +5 +3 +3 +3 within the faction.
12 +6/+1 +4 +4 +4
13 +6/+1 +4 +4 +4 New
Class FAM E
Skill
14 +7/+2 +4 +4 +4 Fame is the total number of Prestige Points
15 +7/+2 +5 +5 +5 earned in a faction. Your Fame score remains
16 +8/+3 +5 +5 +5 Bonus static, but it can be raised with various traits,
feat feat, talents, class abilities and by the GM.
17 +8/+3 +5 +5 +5

Anytime you gain a Prestige Point, your Fame


18 +9/+4 +6 +6 +6

19
+9/+4 +6 +6 +6 New
score is also raised for the same amount. As well,
Class
if you gain a Fame Point, you also gain a Prestige
Skill
Point.
20 +10/+ +6 +6 +6 Typically a GM will reward the character with 1 or
5 2 Prestige Points after the character has
successfully completes an assignment for his
FACT IO NS , FAM E A N D P R EST IG E POIN TS faction, this raises your Fame score total.
For every 10 points of Fame, a character gains a
Factions and Fame replace the MSRD Allegiances
cumulative +1 bonus on Diplomacy checks within
and Reputation, but work very similar. For more
that faction.
information on Factions, Fame and Prestige
Many modern traits have a Fame bonus
Points see: The Pathfinder’s Role Playing Game:
associated with it. If taken, the character should
The Pathfinder Society Field Guide or Guide to
choose a faction that is compatible with the
Pathfinder Society Organized Play, Chapter 5
chosen trait.
http://paizo.com/pathfinderSociety/scenarios/v5
748btpy84k4
Optional: These are optional and may not work
for every GM or campaign.

7
THEMODERN HERO BASECLASS

TheModer n Herobasecl assisthemai n classused i


nt he
Modern Pat
h.TheGM i sfreet oincorporateanyot herclasses
thatareappropr i
ateforthecampai gn.TheModer n Herowi l
l
wor kwellmixed with anyot herclass,setting orgamest yle.

Manyoft heold MSRD classeshavebeen i


ncorporated i
nto
archetypesf orthevariousstandar
dfantasyclasses.
Inf
or mation on “Cl
assicHer oes”sampl
esetti
ng attheend of
thisbook.
MODERN HERO BASE CLASS
ARM OR C LASS B O NU S

The hero gains a bonus to their base armor class.


PATH OF STRENGTH
Hit Dice per Level: d10
Skill Ranks per Level: 3 + Int modifier
D IFF ICU LTIES
Level Base Attack Fort Ref Will
Bonus Save Save Save
All heroes have their issues. These are similar to 1 +1 +2 +0 +0
flaws but are designed for the Modern Hero and 2 +2 +3 +0 +0
will grant them a bonus feat or talent for each 3 +3 +3 +1 +1
4 +4 +4 +1 +1
Difficulty that is taken on. These are optional and
5 +5 +4 +1 +1
you may choose up to two Difficulties at first 6 +6/+1 +5 +2 +2
level. The Game Master may allow you to take 7 +7/+2 +5 +2 +2
more if warranted. 8 +8/+3 +6 +2 +2
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3
FAM E B ONU S 11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4
Fame is the total number of Prestige Points 13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4
earned in a faction. The character can put this 15 +15/+10/+5 +9 +5 +5
Fame bonus in any faction they wish. This bonus 16 +16/+11/+6/+1 +10 +5 +5
will raise your Fame score and Prestige Points in 17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6
an equal amount.
19 +19/+14/+9/+4 +11 +6 +6
For every 10 points of Fame, a character gains a 20 +20/+15/+10/+5 +12 +6 +6
cumulative +1 bonus on Diplomacy checks within
that faction. PATH OF DEXTERITY
Hit Dice per Level: d8
Skill Ranks per Level: 7 + Int modifier
H ER O ICS
Level Base Fort Ref Will
Attack Save Save Save
The Modern Hero picks an advancement path
1 +0
+0 +2 +0
based on the six attributes. His chosen attribute 2
+1
+0 +3 +0
has various effects on class advancement and his 3
+2
+1 +3 +1
Hero Point score. 4
+3
+1 +4 +1
5
+3
+1 +4 +1
6
+4
+2 +5 +2
PATH OF HEROES
7
+5
+2 +5 +2
8
+6/+1
+2 +6 +2
The chosen attribute will provide his Hit Dice,
9
+6/+1 +3 +6 +3
10 +7/+2 +3 +7 +3
Skill Ranks per Level, Base Attack Bonus, and
11 +8/+3 +3 +7 +3
Saving Throws to the Modern Hero class.
12 +9/+4 +4 +8 +4
Note: If you wish you wish to use the previous
13 +9/+4 +4 +8 +4
14 +10/+5 +4 +9 +4
version of archetype advancement, the character

15 +11/+6/+1 +5 +9 +5
cannot take Path of Heroes advancement also.
16 +12/+7/+2 +5 +10 +5
17 +12/+7/+2 +5 +10 +5
18 +13/+8/+3 +6 +11 +6
19 +14/+9/+4 +6 +11 +6
20 +15/+10/+5 +6 +12 +6

11
MODERN HERO BASE CLASS
PATH OF CONSTITUTION PATH OF WISDOM
Hit Dice per Level: d12 Hit Dice per Level: d8
Skill Ranks per Level: 3+ Int modifier Skill Ranks per Level: 5 + Int modifier
Level Base Attack Fort Ref Will Level Base Fort Ref Will
Save Save Save Attack Save Save Save
1 +1 +2 +0 +0 1 +0 +0 +0 +2
2 +2 +3 +0 +0 2 +1 +0 +0 +3
3 +3 +3 +1 +1 3 +2 +1 +1 +3
4 +4 +4 +1 +1 4 +3 +1 +1 +4
5 +5 +4 +1 +1 5 +3 +1 +1 +4
6 +6/+1 +5 +2 +2 6 +4 +2 +2 +5
7 +7/+2 +5 +2 +2 7 +5 +2 +2 +5
8 +8/+3 +6 +2 +2 8 +6/+1 +2 +2 +6
9 +9/+4 +6 +3 +3 9 +6/+1 +3 +3 +6
10 +10/+5 +7 +3 +3 10 +7/+2 +3 +3 +7
11 +11/+6/+1 +7 +3 +3 11 +8/+3 +3 +3 +7
12 +12/+7/+2 +8 +4 +4 12 +9/+4 +4 +4 +8
13 +13/+8/+3 +8 +4 +4 13 +9/+4 +4 +4 +8
14 +14/+9/+4 +9 +4 +4 14 +10/+5 +4 +4 +9
15 +15/+10/+5 +9 +5 +5 15 +11/+6/+1 +5 +5 +9
16 +16/+11/+6/+1 +10 +5 +5 16 +12/+7/+2 +5 +5 +10
17 +17/+12/+7/+2 +10 +5 +5 17 +12/+7/+2 +5 +5 +10
18 +18/+13/+8/+3 +11 +6 +6 18 +13/+8/+3 +6 +6 +11
19 +19/+14/+9/+4 +11 +6 +6 19 +14/+9/+4 +6 +6 +11
20 +20/+15/+10/+5 +12 +6 +6 20 +15/+10/+5 +6 +6 +12

PATH OF INTELLIGENCE PATH OF CHARISMA


Hit Dice per Level: d8 Hit Dice per Level: d8
Skill Ranks per Level: 7 + Int modifier Skill Ranks per Level: 5 + Int modifier
Level Base Fort Ref Will Level Base Fort Ref Will
Attack Save Save Save Attack Save Save Save
1 +0 +0 +0 +2 1 +0 +0 +0 +2
2 +1 +0 +0 +3 2 +1 +0 +0 +3
3 +2 +1 +1 +3 3 +2 +1 +1 +3
4 +3 +1 +1 +4 4 +3 +1 +1 +4
5 +3 +1 +1 +4 5 +3 +1 +1 +4
6 +4 +2 +2 +5 6 +4 +2 +2 +5
7 +5 +2 +2 +5 7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6 8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6 9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 10 +7/+2 +3 +3 +7
11 +8/+3 +3 +3 +7 11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8 13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9 14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9 15 +11/+6/+1 +5 +5 +9
16 +12/+7/+2 +5 +5 +10 16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10 17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11 18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11 19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 20 +15/+10/+5 +6 +6 +12

12
MODERN HERO BASE CLASS
HERO POINTS number of Hero Points. Once chosen, the

attribute cannot be later changed.

The Modern Hero class uses a customized version Hero Points = 1 + (chosen attribute modifier) +

of the Hero Point optional rules from the level.

Pathfinder Advanced Player's Guide (Chapter 8, The Modern Hero can spend a number of Hero

New Rules). Points each round equal to 1+1/2 level.

http://www.d20pfsrd.com/gamemastering/hero­ Hero Points can be used in a variety ways. For

points. Hero Points replace the old MSRD Action example if a Talent says “Once per day (or for 1

Points. Hero Point)”, this represents that the Talent can

The Modern Hero class begins with 1 Hero Point be used once a day and if a Hero Point is spent,

and gains 1 Hero Point every level. There is no the Talent can be activated again.

maximum number the Modern Hero can have. Hero Points that are spent in the normal fashion

The Modern Hero then chooses any attribute to (Bonuses, Extra Actions, Cheat Death...etc.) will

be associated with his Hero Points and the be permanently lost as per standard rules.

chosen attribute modifier is added to the total Your Campaign Type will also determine the rate

your Hero Points are replenished.

Campaign Type Example


Low Power Hero Points are permanently spent.

Hero Points are gained at 1 per level + (your chosen ability modifier)

and with additional various bonuses. There is no maximum number you can have.

Standard Hero Points are not permanently spent and are replenished after a level is gained.
Power Hero Points are gained at 1 per level + (your chosen ability modifier)
and with additional various bonuses. There is no maximum number you can have.
High Power Hero Points are not permanently spent and are replenished after each adventure.

Hero Points are gained at a rate of 1 per level + (your chosen ability modifier)

and with additional various bonuses. There is no maximum number you can have.

Epic Power Hero Points are not permanently spent, but are replenished after 8 hours of
complete rest.

Hero Points are gained at a rate of 1 per level + (your chosen ability modifier)

and with additional various bonuses. There is no maximum number you can have.

TAL E N TS WEAL T H B ON US
Talents are available to the Modern Hero class,
even those without an Archetype. Unless The Wealth bonus is a skill bonus to any
otherwise noted, all Talents are extraordinary Profession skill. The Profession skill is used to
abilities. determine the character’s starting money and at
the end of each adventure a “Day Job” roll for
increased funds.
TRA IN ING

These are special abilities associated with the WEAP O N PR OF IC IEN CY


hero’s Archetype. It is possible to gain Training
abilities from another archetype by taking the The Modern Hero is proficient in all Simple
“Cross Training” Talent. This will open up the Weapons.
Training tree of that Archetype to the hero. If a
hero took the “No Class” Difficulty, Training slots
can be used to gain Talents or Feats instead.

13
TALENTS

Tal
entsar eavai
lablet
oallModern Her
oes,
even t
hosewi t
houtan Ar
chet
ype.

Unl
essot
her
wisenot
ed,allTalent
sar
eext
raor
dinar
y
abi
lit
ies.
T A LE N T S
AC ID R ES IS TAN C E
BONUS C LA S S SK IL L S

Acid Resistance is equal to your Constitution


This Talent designates two non-class skills as
modifier.
class skills for the hero.
Prerequisite: None
Prerequisite: None
Benefit: The hero ignores an amount of Acid
Benefit: The hero designates two non-class skills
damage equal to his or her Constitution modifier.
to be class skills. Once designated, the skill is
considered a permanent class skill.
ARM OR C LASS B O NU S
This Talent can be taken again.

The hero receives a bonus to his Armor Class.


CAP T IV AT E
Prerequisite: None

Benefit: The hero gains +1 to Armor Class.


The hero can fascinate a target through the use
This Talent can be taken again and stacked.
of words and bearing.
Prerequisite: Charm
ATT ACK B ON US
Benefit: The hero can (once a day per level
and/or for 1 Hero Point) cause one or more
The hero receives an Attack Bonus.
creatures to become fascinated with him. Each
Prerequisite: None
creature to be fascinated must be within 90 feet,
Benefit: The hero gains a +1 to his Base Attack
able to see and hear the hero and capable of
Bonus.
paying attention to him. The hero must also be
able to see the creatures affected. The distraction
ATT E N T IV E
of nearby combat or other dangers prevents the
ability from working. For every three levels, a
The hero gains a bonus on all Intelligence based
hero can target one additional creature with this
skills.
ability.
Prerequisite: None
Each creature within range receives a Will save
Benefit: The hero gains +2 to all Intelligence
(DC 10 + 1/2 level + Cha modifier) to negate the
based skills.
effect. If a creature’s saving throw succeeds, the
This Talent can be taken again and stacked.
hero cannot attempt to fascinate that creature
again for 24 hours. If it’s saving throw fails, the
AWAR E

creature sits quietly and observes the hero for as


long as the hero continues to maintain it. While
The hero is intuitively aware of his or her

fascinated, a target takes a –4 penalty on skill


surroundings.

checks made as reactions, such as Perception


Prerequisite: Skill Emphasis

checks. Any potential threat to the target allows


Benefit: Once per day (or for 1 Hero Point) the

the target to make a new saving throw against


hero can roll two dice while making a Perception

the effect. Any obvious threat, such as someone


or Sense Motive check and take the better result.

drawing a weapon or aiming a weapon at the


He must choose to use this talent before making

target, automatically breaks the effect.


the Perception or Sense Motive check.

The bonus lasts for a number of rounds equal to


Special: The hero can use this ability one

the hero’s Charisma modifier and is a move


additional time per day (or for 1 Hero Point) for

action to initiate but a free action to maintain.


every 5 levels he possesses.

15
T A LE N T S
Captivate is a mind-affecting ability. Captivate capable of paying attention to him. The hero
relies on audible and visual components in order must also be able to see the individuals affected.
to function. The distraction of nearby combat or other
dangers prevents the ability from working. For
CH AR M OF T H E E NTERTA IN ER every Hero Point spent, he can target one
additional individual with this ability.
The hero has a natural aptitude at Perform skills. Each individual within range receives a Will save
Prerequisite: None (DC 10 + 1/2 level + Cha modifier) to negate the
Benefit: The hero adds half his class level effect. If an individual’s saving throw succeeds,
(minimum 1) to all Perform skill checks and may the hero cannot attempt to confuse that
make all Perform skill checks untrained. individual again for 24 hours. If it’s saving throw
fails, the individual is under the effect
CH AR M ING “Confused”.
This effect lasts for 1 round per level of the hero
The hero has an innate talent for being charming and is a standard action to initiate but not
and captivating. maintain.
Prerequisite: None A confused individual is mentally befuddled and
Benefit: The hero gets a competence bonus on cannot act normally. A confused individual cannot
all Charisma-based skill checks made to influence tell the difference between ally and foe, treating
members of his chosen gender. (Some characters all individuals as enemies. If a confused
are charming to members of the opposite gender, individual is attacked, it attacks the individual
others to members of the same gender.) The that last attacked it until that individual is dead
bonus is equal to the character’s level. or out of sight.
A hero can only charm non-player characters Confusion is a mind-affecting ability.
with attitudes of indifferent or better. The charm
bonus can’t be used against characters that are COOL UN D ER PR ESS URE
unfriendly or hostile.

This ability can be taken more than once (for


This Talent allows the hero to take 10, even
another gender).
when distracted or under duress.
Prerequisite: Skill Emphasis
CO LD R ES IST AN C E Benefit: The hero selects two skills. When
making a check with one of these skills, the hero
The hero gains Cold Resistance.
can take 10 even when distracted or under
Prerequisite: None
duress.
Benefit: The hero ignores an amount of cold

damage equal to his or her Constitution modifier.


COOR D INA TE

CO NF U S ION The hero has a knack for getting people to work


together.
The hero’s target becomes confused. Prerequisite: None
Prerequisite: None Benefit: The hero can (once a day per level
Benefit: The hero can use a Hero Point to cause and/or for 1 Hero Point) help his allies succeed at
one or more individuals to become confused with a task. The allies must be within 30 feet and able
him. Each individual to be Confused must be to see and hear the hero. The ally gets a +2
within 90 feet, able to see and hear the hero and competence bonus on skill checks with a

16
T A LE N T S
particular skill as long as they continue to hero must also be able to see the creatures
perceive the hero. This bonus increases by +1 for affected. The distraction of nearby combat or
every four levels. other dangers prevents the ability from working.
If an ally is from the same Faction, the bonus For every three levels, a hero can target one
increase to +2 additional creature with this ability (one
For every Hero Point spent, this bonus increases additional creature for each Hero Point spent).
by +2 Each creature within range receives a Will save
The bonus lasts for a number of rounds equal to (DC 10 + 1/2 level + Cha modifier) to negate the
the hero’s Charisma modifier and is a move effect. If a creature’s saving throw succeeds, the
action to initiate but a free action to maintain. hero cannot attempt to dazzle that creature again
Certain uses of this ability are infeasible, such as for 24 hours. If it’s saving throw fails, the
Stealth and may be disallowed at the GM's creature is unable to act normally. A dazed
discretion. A hero can’t coordinate himself. creature can take no actions, but has no penalty
to AC. Any potential threat to the target allows
CRO S S TR A IN IN G the target to make a new saving throw against
the effect. Any obvious threat, such as someone
The hero gains access to another Archetype’s drawing a weapon or aiming a weapon at the
Training abilities. target, automatically breaks the effect.
Prerequisite: None The bonus lasts for a number of rounds equal to
Benefit: The hero may use a Training slot to the hero’s Charisma modifier and is a move
gain access to another Archetype’s Training action to initiate but a free action to maintain.
abilities. This excludes Advanced Training. Dazzle is a mind-affecting ability. Dazzle relies on
This may be taken multiple times to access audible and visual components in order to
another Archetype’s Training abilities. function.

DAMA G E R ED UC T ION DEF ENS IV E R OLL

The hero gains damage reduction. A hero can roll with a potentially lethal blow to
Prerequisite: None take less damage from it than he otherwise
Benefit: Subtract 1 from the damage the hero would.
takes each time he is dealt damage from a Prerequisite: None
weapon or a natural attack. Damage reduction Benefit: The hero can once per day per level (or
can reduce damage to 0 but not below 0. for 1 Hero Point) when he would be reduced to 0
This Talent can be taken again and stacked. or fewer hit points by damage in combat (from a
weapon or other blow, not a spell or special
DAZZ L E ability); the hero can attempt to roll with the
damage. To use this ability, the hero must
The hero is able to dazzle an opponent. attempt a Reflex saving throw (DC = damage
Prerequisite: Fast Talk dealt). If the save succeeds, he takes only half
Benefit: The hero can (once a day per level damage from the blow; if it fails, he takes full
and/or for 1 Hero Point) cause one or more damage.
creatures to become under the effects of the He must be aware of the attack and able to react
condition Dazzled. Each creature to be dazzled to it in order to execute her defensive roll—if he
must be within 90 feet, able to see and hear the is denied her Dexterity bonus to AC, he can't use
hero and capable of paying attention to him. The this ability. Since this effect would not normally

17
T A LE N T S
allow a character to make a Reflex save for half
EVA S ION

damage, the evasion ability does not apply to the

defensive roll.
Succeed a Reflex save for 1/2 damage, you take

none.

E L EC TR IC IT Y R ES IS T A N CE
Prerequisite: None

Benefit: A hero can avoid unusual attacks with

The hero has built up a resistance to electrical


great agility.

damage.
If he makes a successful Reflex saving throw

Prerequisite: None
against an attack that normally deals half

Benefit: The hero ignores an amount of


damage on a successful save, he instead takes

electricity damage equal to his or her


no damage.

Constitution modifier.
Evasion can be used only if the hero is wearing

light armor or no armor. A helpless hero does not

EM PA T HY

gain the benefit of evasion.

The hero gains a bonus on all Wisdom based

EX PL O IT W E A KNES S

skills.

Prerequisite: None
The hero adds his Intelligence bonus to his

Benefit: The hero gains +2 to all Wisdom based


Strength or Dexterity bonus on attack rolls.

skills.
Prerequisite: None

This Talent can be taken again and stacked.


Benefit: Once a day per level (or for one Hero

Point spent) the hero gets to include his

E NDU R ANC E

Intelligence bonus with their Strength or

Dexterity bonus on attack and damage rolls.

The hero gains a bonus on all Constitution based

This effect lasts for 1 round per level and is a free

skills.

action to initiate and maintain.

Prerequisite: None

Benefit: The hero gains +2 to all Constitution

EX TRA F EA T

based skills.

This Talent can be taken again and stacked.


The hero may select an additional Bonus Feat.

Prerequisite: None

E NE M Y F A CT ION

Benefit: The hero can choose a bonus feat in

place of a talent.

The hero has a hated Faction.

Prerequisite: None

EX TRA T RA IN ING

Benefit: A hero selects an enemy Faction. He

gains a +2 bonus on Bluff, Knowledge,


With this Talent, the hero gains an additional

Perception, Sense Motive and Survival checks


Archetype Training ability of his choice.

against this Faction.


Prerequisite: None

Likewise, he gets a +2 bonus on weapon attack


Benefit: The hero can choose Archetype Training

and damage rolls against them. A hero may


ability in place of a Talent.

make Knowledge skill checks untrained when

attempting to identify this Faction.

18
T A LE N T S
EX TR E ME EFF OR T equipment or documents, or to receive other
minor assistance in the course of an adventure.
The hero gains a bonus on all Strength based A hero can once a day per level (or for 1 Hero
skills. Point) activate this talent. A hero can add his
Prerequisite: None Fame score + charisma modifier to the roll. The
Benefit: The hero gains +2 to all Strength based GM sets the DC based on the scope of the favor
skills. This Talent can be taken again and being requested. The DC ranges from 10 for a
stacked. simple favor to as high as 30 for formidable and
highly dangerous, expensive, or illegal favors.
FA IT H A hero can’t take 10 or 20 on this check, nor can
the hero retry the check for the same (or
The hero has a great deal of faith. It might be virtually the same) favor. Favors should help
faith in oneself, in a higher power, or in an ideal. advance the plot of an adventure. A favor that
Prerequisite: Skill Emphasis would enable a character to avoid an adventure
Benefit: Once a day per level (or for one Hero altogether should always be unavailable to the
Point) the hero gets to include his Wisdom character, regardless of the result of a favor
modifier to any one die roll. check.
The GM should carefully monitor a hero’s use of
FAST favors to ensure that this ability isn’t abused. The
success or failure of a mission shouldn’t hinge on
The hero gains a bonus on all Dexterity based
the use of a favor and getting a favor shouldn’t
skills.
replace good role-playing or the use of other
Prerequisite: None
skills. The GM may disallow any favor deemed to
Benefit: The hero gains +2 to all Dexterity based
be disruptive to the game.
skills.

This Talent can be taken again and stacked.


FAVOR ED N E TWORK

FAST-TA LK The hero may select a type of Faction or social


network that he specializes in.
The hero has a way with words when attempting
Prerequisite: None
to con and deceive.
Benefit: The hero gains a +2 bonus on Bluff,
Prerequisite: None
Diplomacy, Knowledge (associated with choice)
Benefit: The hero gains +2 to all Charisma
Intimidate, Linguistics, Perception and Sense
based skills.
Motive skill checks when he is dealing with a
This Talent can be taken again and stacked.
chosen Faction.
Likewise, he gets a +2 bonus on weapon attack
FAVO R and damage rolls when all of his allies in his
immediate group are also within the same
The hero has the ability to acquire minor aid from faction. A hero may make Knowledge skill checks
anyone he or he meets. untrained when attempting to identify this
Prerequisite: Charm Faction.
Benefit: By making a favor check, a hero can
gain important information without going through
the time and trouble of doing a lot of research.
Favors can also be used to acquire the loan of

19
T A LE N T S
FEA R L ES S
HEA L ING K NACK

The hero gains a bonus on Will saves.


The hero has a knack for the healing arts.

Prerequisite: None
Prerequisite: None

Benefit: The hero gains a +1 bonus on Will


Benefit: The hero gains a +2 bonus on all Craft

saves against fear. This bonus increases by +1


(pharmaceutical) and Heal skill checks and can

every four levels.


make checks with those skills untrained.

FIR E R ES IS TA NC E
HEA L ING TO UC H

The hero has built up a resistance to fire damage.


The hero has a talent for healing.

Prerequisite: None
Prerequisite: Healing Knack

Benefit: The hero ignores an amount of fire


Benefit: Any ability to heal damage adds half

damage equal to his or her Constitution modifier.


your class levels (minimum 1) to the final result.

GR EA T ER IN SP IRA T ION
HER O IC S U R GE

The hero can inspire his or her allies, bolstering


The hero can take an extra move action or

them and improving their chances of success.


standard action.

Prerequisite: Inspiration
Prerequisite: None

Benefit: The hero can (once a day per level


Benefit: Once a day per level (or for each Hero

and/or for 1 Hero Point) inspire greater


Point spent) the hero will gain one extra move

inspiration in himself or a single willing ally within


action or standard action in a round. This can be

30 feet, granting extra fighting capability. For


used either before or after the hero's regular

every three levels (or for 1 Hero Point) a hero


actions that round.

can target one additional ally.

To inspire greatness, all of the targets must be


IGN OR E HA RD N ESS

able to see and hear the hero. A creature inspired

with greatness gains 2 bonus Hit Dice (d10s) the


The hero can ignore a portion of an object's

commensurate number of temporary hit points


hardness.

(apply the target’s Constitution modifier, if any, Prerequisite: None

to these bonus Hit Dice) a +2 competence bonus Benefit: The hero has an innate talent for finding

on attack rolls and a +1 competence bonus on weaknesses in objects. This allows a hero to

Fortitude saves. The bonus Hit Dice count as ignore some of an object's hardness when

regular Hit Dice for determining the effect of making a melee attack to break it.

abilities that are Hit Dice dependent. The hero gets ignores 2 points of an object's

If an ally is from the same Faction, the bonus is hardness. This Talent can be taken again and

doubled. stacked.

The bonus lasts for a number of rounds equal to Additionally, for each Hero Point spent, the hero

the hero’s Charisma modifier and is a move can ignore another 2 points of an object's

action to initiate but a free action to maintain. hardness.

Greater Inspiration is a mind-affecting ability and


it relies on audible and visual components.

20
T A LE N T S
IMP R O V ED A ID A N OTHER weapon damage rolls. At every six levels
thereafter, this bonus increases by +1.
Any attempts to aid another increases by +1 on a If an ally is from the same Faction, the bonus
successful aid another check. increases to +2.
Prerequisite: Empathy For every Hero Point spent, this bonus increases
Benefit: The hero’s bonus on attempts to any aid by +2.
another (skills, teamwork feats, or in combat) The bonus lasts for a number of rounds equal to
increases by +1 on a successful aid another the hero’s Charisma modifier and is a move
check. This talent can be selected multiple times, action to initiate but a free action to maintain.
each time increasing the bonus by +1. Inspiration is a mind-affecting ability. Inspiration
Additionally, for each Hero Point spent, the hero can use audible or visual components. The hero
can increase the aid by +1. must choose which component to use when
starting his performance.
IMP R O V ED UN CA NN Y DOD GE
IN TU IT ION
A hero can no longer be flanked.
Prerequisite: Uncanny Dodge The hero has the ability to sense trouble in the
Benefit: This defense denies another character air.
the ability to sneak attack the character by Prerequisite: Empathy
flanking her, unless the attacker has at least four Benefit: The hero can get a hunch that
more levels than the target does. everything is all right, or gets a bad feeling about
a specific situation.
INC R EAS ED S P E ED The hero can make a Sense Motive check DC 10
+ GM modifiers (or for one Hero Point, gain an
The hero can increase his or her natural base automatic success) the hero can prevent
speed. (including himself and allies) from being
Prerequisite: None surprised.
Benefit: The hero can increase his or her natural This is a free action and can be used after a
base speed by 10 feet. This Talent can be taken surprise has accrued, but before combat starts.
again and stacked.
JACK OF A LL TRAD ES
INS P IRA TION
The hero has a natural aptitude at craft skills.
The hero can inspire his or her allies, bolstering Prerequisite: None
them and improving their chances of success. Benefit: The hero adds half his class level
Prerequisite: Coordinate (minimum 1) to all Craft skill checks and may
Benefit: The hero can (once a day per level make all Craft skill checks untrained.
and/or for 1 Hero Point) inspire his allies
(including himself) bolstering them against fear LINGU IS T
and improving their combat abilities. To be
affected, an ally must be able to perceive the With this talent, the hero becomes a master
hero. An affected ally receives a +1 morale bonus linguist.
on saving throws against charm and fear effects Prerequisite: Linguistics skill
and a +1 competence bonus on attack and Benefit: With this talent, the hero adds 1/2 his
level to Linguistics skill checks (minimum +1).

21
T A LE N T S
LO W PR OF IL E Prerequisite: None
Benefit: Prior to an encounter the hero can
This Talent allows the hero to hide a Faction develop a plan of action to handle the situation.
association. Using this talent requires preparation; a hero
Prerequisite: None can’t use this talent when surprised or otherwise
Benefit: The hero can hide the fact that they unprepared for a particular situation. Creating a
belong to a certain Faction. plan requires 1 minute.
After creating the plan the hero makes a check
ME L E E S MA S H (DC 10 + 1/2 the Hero’s level + Intelligence
modifier). The result of the check provides the
The hero has an innate talent that increases hero and allies with a circumstance bonus. A hero
melee damage. can’t take 10 or 20 when making this check.
Prerequisite: None
Benefit: The hero receives a +1 bonus to any Check Result Bonus
melee damage. This Talent can be taken again 9 or lower +0 (check failed)
and stacked. 10–14 +1
15–24 +2

OP P OR TUN IS T 25 or higher +3

The hero can make an attack against an This bonus can be applied to all skill checks and

opponent who has just been struck. attack rolls made by the hero and his or her

Prerequisite: Evasion allies, but the bonus only lasts for 1 round per

Benefit: Once per round, the hero can make an level (+1 extra round per Hero Point) rounds

attack of opportunity against an opponent who after making the plan. After that time, reduce the

has just been struck for damage in melee by bonus by 1 point (to a minimum of +0) for every

another character. This attack counts as an additional round the situation continues, as the

attack of opportunity for that round. This talent vagaries of circumstance begin to unravel even

can't be used more than once per round. the best-laid plans.

PE RSP ICA C ITY QUA N TUM T A L ENT

This Talent allows the hero to use Perception in The hero can use another game source ability.

place of Appraise or Sense Motive. Prerequisite: Special

Prerequisite: None Benefit: The hero may use a Talent slot to buy

Benefit: This Talent represents the hero’s any ability from any OGL gaming source, with

mastery of studying details and using them to your GM approval.

draw conclusions about the bigger picture. The game master has final approval for this

The hero may use his Perception bonus in place talent.

of his Appraise or Sense Motive bonus whenever This may be taken multiple times.

making an Appraise or Sense Motive check.


RAGE

PLA N
The hero gains the Rage class feature.

The hero can develop a plan of action to handle Prerequisite: None

the situation.

22
T A LE N T S
Benefit: A hero can call upon inner reserves of You may choose to act as if you were disabled,
strength and ferocity, granting her additional rather than dying. You must make this decision
combat prowess. A hero can rage for a number of as soon as you are reduced to negative hit points
rounds per day equal to 4 + her Constitution (even if it isn't your turn). If you do not choose
modifier (+1 round per each Hero Point spent). to act as if you were disabled, you immediately
At each level, the hero can rage for 2 additional fall unconscious.
rounds. When using this talent, you are staggered. You
Temporary increases to Constitution, such as can take a move action without further injuring
those gained from rage do not increase the total yourself, but if you perform any standard action
number of rounds that a hero can rage per day. A (or any other action deemed as strenuous,
hero can enter rage as a free action. The total including some swift actions, such as casting a
number of rounds of rage per day is renewed quickened spell) you take 1 point of damage after
after resting for 8 hours, although these hours do completing the act. If your negative hit points are
not need to be consecutive. equal to or greater than your Constitution score,
While in rage, a hero gains a +4 morale bonus to you immediately die.
her Strength and Constitution, as well as a +2 Note: This Talent counts and works the same as
morale bonus on Will saves. In addition, he takes the Diehard feat other than no prerequisite is
a –2 penalty to Armor Class. The increase to required.
Constitution grants the hero 2 hit points per Hit
Dice, but these disappear when the rage ends REN OW N
and are not lost first like temporary hit points.
While in rage, a hero cannot use any Charisma-, The hero’s Fame is increased.
Dexterity-, or Intelligence-based skills (except Prerequisite: None

Acrobatics, Fly, Intimidate and Ride) or any Benefit: The hero’s Fame with a faction

ability that requires patience or concentration. increases by +10.

A hero can end her rage as a free action and is This Talent can be taken again and stacked.

fatigued after rage for a number of rounds equal


to 2 times the number of rounds spent in the ROB US T
rage. A hero cannot enter a new rage while
fatigued or exhausted but can otherwise enter The hero gains 1 Hit Point per level.

rage multiple times during a single encounter or Prerequisite: None

combat. If a hero falls unconscious, her rage Benefit: The hero becomes especially robust,

immediately ends, placing her in peril of death. gaining a number of hit points equal to his or her

level as soon as he or he selects this talent.

RE MA IN C ONS C IOU S Thereafter, the hero gains +1 hit point with each

level gained.

You are especially hard to kill. Not only do your


wounds automatically stabilize when grievously SAVAN T
injured, but you can remain conscious and
continue to act even at death's door. The hero has a natural aptitude for study and
Prerequisite: None fact-finding.
Benefit: When your hit point total is below 0, but Prerequisite: None
you are not dead, you automatically stabilize. Benefit: The hero adds half his class level
You do not need to make a Constitution check (minimum 1) to all Knowledge skill checks and
each round to avoid losing additional hit points. may make all Knowledge skill checks untrained.

23
T A LE N T S
SE CO N D W IND SON IC R ES IS TAN C E

The hero can recover hit points equal to his or The Sonic Resistance is equal to your
her Constitution modifier. Constitution modifier.
Prerequisite: None Prerequisite: None
Benefit: The hero can once a day (or spend 1 Benefit: The hero ignores an amount of sonic
Hero Point) to gain a second wind. When the hero damage equal to his or her Constitution modifier.
does this, he or he recovers a number of hit
points equal to his or her Constitution score. This STA M IN A
talent does not increase the hero’s hit points
beyond the character’s full normal total. The hero recovers twice as fast as normal.
Prerequisite: Robust
SHAK E N Benefit: The hero recovers hit points or ability
score points (lost to ability damage) at twice the
The hero’s target becomes shaken. normal rate: 2 hit points per level for a full 8
Prerequisite: Confusion hours of rest in a day, or 4 hit points per level for
Benefit: The hero can use a Hero Point to cause each full day of complete rest; 2 ability score
one or more individuals to become shaken. points for a full 8 hours of rest in a day, or 4
Each individual to be Shaken must be within 90 ability score points for each full day of complete
feet, able to see and hear the hero and capable rest.
of paying attention to him. The hero must also be
able to see the individuals affected. TAU NT
For every Hero Point spent, he can target one
additional individual with this ability. The hero has the ability to temporarily rattle a
Each individual within range receives a Will save target through the use of insults and goading.
(DC 10 + 1/2 level + Cha modifier) to negate the Prerequisite: Dazzle
effect. If an individual’s saving throw succeeds, Benefit: The hero can (once a day per level
the hero cannot attempt to Shaken that and/or for 1 Hero Point) foster a sense of
individual again for 24 hours. If it’s saving throw
growing dread in his enemies, causing them to
fails, the individual is under the effect “Shaken”.
take become frightened. To be affected, an
This effect lasts for 1 round per level of the hero
enemy must be within 30 feet and able to see
and is a standard action to initiate but not
and hear the hero. The effect persists for as long
maintain.
as the enemy is within 30 feet and the hero.
A shaken individual takes a –2 penalty on attack
The taunt cannot cause a creature to become
rolls, saving throws, skill checks and ability
panicked, even if the targets are already
checks.
frightened from another effect.
Shaken is a mind-affecting ability.
The bonus lasts for a number of rounds equal to
the hero’s Charisma modifier (+1 extra round per
SK IL L E MPHA S IS
Hero Point spent) and is a move action to initiate
but a free action to maintain.
You add half your level to any one skill.
Taunt is a mind-affecting fear effect and it relies
Prerequisite: None
on audible and visual components.
Benefit: The hero adds half his class level

(minimum 1) to any one skill.

24
T A LE N T S
TRACK
is invisible. He still loses her Dexterity bonus to
AC if immobilized. A hero with this ability can still
The hero can read and follow tracks.
lose her Dexterity bonus to AC if an opponent
Prerequisite: None
successfully uses the feint action against her.
Benefit: A hero adds half his level (minimum 1)

to Survival skill checks made to follow or identify


WEAP O N TR A ININ G
tracks.

You can select Fighter “Weapon Training” ability


TRA P S ENS E
as a Talent.
Prerequisite: None
You have a knack to avoid traps.
Benefit: Whenever he attacks with a weapon
Prerequisite: None
from the chosen group, he gains a +1 bonus on
Benefit: The hero gains a +1 bonus on Reflex
attack and damage rolls.
saves made to avoid traps and a +1 dodge bonus
Every four levels, a hero becomes further trained
to Armor Class against attacks made by traps.
in another group of weapons. He gains a +1
For every Hero Point spent, this bonus increases
bonus on attack and damage rolls when using a
by +1.
weapon from this group. In addition, the bonuses
granted by previous weapon groups increase by
TR ICK
+1 each. For example, when a hero reaches 9th
level, he receives a +1 bonus on attack and
The hero has the ability to temporarily confuse a
damage rolls with one weapon group and a +2
target through the use of ploy and deception.
bonus on attack and damage rolls with the
Prerequisite: 1 rank in Bluff skill
weapon group selected at 5th level. Bonuses
Benefit: The target must have an Intelligence
granted from overlapping groups do not stack.
score of 3 or higher to be susceptible to a trick,
Take the highest bonus granted for a weapon if it
must be within 30 feet of the hero and must be
resides in two or more groups.
able to hear and understand the hero.
A hero also adds this bonus to any combat
To play a trick on a target, the hero must use a
maneuver checks made with weapons from this
full-round action and make a Bluff vs. the target’s
group. This bonus also applies to the hero's
sense motive skill. If the Bluff check succeeds, by
Combat Maneuver Defense when defending
5 or more the target becomes dazed.
against disarm and sunder attempts made
A trick can only be played on a particular target
against weapons from this group.
once per encounter (or a new target for 1 Hero
For more information please see: Pathfinder
Point). After the first trick in an encounter,
Advanced Player's Guide or
whether the attempt succeeds or not, that target
http://www.d20pfsrd.com/classes/core­
becomes wary and immune to such ploys. This is
classes/fighter#TOC-Weapon-Training-Ex
a mind-affecting ability.

WILD EM PAT H Y
UNC A N NY D O DG E
A hero can improve the initial attitude of an
A hero can react to danger before her senses animal.
would normally allow her to do so. Prerequisite: None
Prerequisite: Evasion Benefit: This ability functions just like a
Benefit: A hero cannot be caught flat-footed, nor Diplomacy check to improve the attitude of a
does he lose her Dex bonus to AC if the attacker person (see Using Skills). The hero rolls 1d20

25
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A RC H E T Y P E S & T R A I N I N G
E NG IN EER Craft Ranks Spell Level
10
0
Engineers can range from craftsmen to scientist. 12 0

13
1

14 1

TRA IN ING
15
2

The following are Training for the Engineer.


16 2

17
3

18 3

ADVA NC ED TRA IN IN G - A DVA NC E D


19
4

E NG IN EER IN G
20 4

Prerequisite: Reconfigure
21
5

Benefit: An Engineer gains access to Advanced


22 5

Training. You also gain any one of the Item


23
6

Creation feats.
24 6

25
7

ADVANCED TRAINING – STRANGE SCIENCE 26 7

27
8

Prerequisite: Advanced Training - Advanced


28 8

Engineering
29
9

Benefit: An Engineer knows how to create an


20 9

item with a special ability the same as you would

a magic item. The magic item creation feats are


To use the spell to create a special ability, you
required and the appropriate craft skill is used in must make a Craft (skill required) check DC 10 +
place of the Spellcraft skill. spell level.
These special abilities are based in technology All engineered special abilities items are
rather magic, but with the same game considered non-magical.
modifications. The GM will decide if a certain Keep in mind to convert all GP prices to USD: 1

magical effect can be replicated in a technology


silver piece is to 1 US dollar. Example: 1 gold
version. piece is equal to 10 US dollars
For all skill checks, the appropriate craft skill is For more information see the Pathfinder Role
used instead of the spellcraft skill. Playing Game Core Rules: Magic Item Creation.
If a certain spell is required to create a special http://www.d20pfsrd.com/magic-items#TOC­
ability, you use any spell, but the spell level is Magic-Item-Creation
based on the chart below using the character’s
craft skill ranks. BREAKTHROUGH

Prerequisite: None
Benefit: An Engineer receives credit for an
engineering breakthrough that earns him
recognition of his or her peers.
The Engineer gains 10 points in Fame with a
Faction. This can be taken again.

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A RC H E T Y P E S & T R A I N I N G
ENGINEERING IMPROVISATION If the Engineer uses a kit he receives an
additional +2 bonus to skill checks.
Prerequisite: None
Benefit: An Engineer gains the ability to
QUICK CRAFT
improvise solutions using common objects and
engineering know-how. This ability lets the Prerequisite: None
Engineer create objects in a dramatic situation Benefit: An Engineer learns how to craft objects
quickly and cheaply, but that have a limited more quickly than normal.
duration. When using any Craft skill, the Engineer reduces
By combining common objects with a Craft check the time usage by 1/4.
that corresponds to the function desired, the
Engineer can build a tool or device to deal with RECONFIGURE
any situation.
Electronic devices, special tools, weapons, Prerequisite: Superior Repair
mechanical devices and more can be built with Benefit: An Engineer knows how to temporarily
engineering improvisation. create an item with an Engineered Special Ability
It takes a full-round action to make an object (the item creation feats are not needed).
with engineering improvisation. The object, when Engineered Special Abilities are the same as
put into use, lasts for a number of rounds equal Magic items Special Abilities, but are based in
to the Engineer's ranks in the Craft skill (or for technology rather magic with these modifications
each Hero Point used) before it breaks down. It (the GM will decide if a magical effect can be
can't be repaired. replicated in a technology version.
For all skill checks, the appropriate craft skill is
IMPROVE KIT used instead of the spellcraft skill.
Engineered Special Abilities items are considered
Prerequisite: See below non-magical.
Benefit: An Engineer can improve any skill tool The Engineer must spend 1 hour working with
kit with an extra +2 circumstance bonus. The the item to temporary upgrade it. There is no
Engineer will need to the same skill as the tool kit cost, but the Engineered Special Ability only last
in order to improve the tool kit. for 1 round or use, per level or Hero Point spent.
For more information see the Pathfinder Role
IMPROVED QUICK CRAFT Playing Game Core Rules: Magic Item Creation.
http://www.d20pfsrd.com/magic-items#TOC­
Prerequisite: Quick Craft Magic-Item-Creation
Benefit: An Engineer learns how to craft objects
more quickly than normal.
RECONFIGURE WEAPON
When using any Craft skill, the Engineer reduces
the time usage by 1/2. Prerequisite: None
Benefit: An Engineer can reconfigure a melee or
IMPROVISED TOOL MASTER ranged weapon, improving one aspect of it.
Reconfiguring a weapon requires 1 hour of work
Prerequisite: None and a successful craft check (DC 20);
Benefit: An Engineer does not need a tool kit for reconfiguring a mastercraft weapon is slightly
any of his Craft skills. harder (DC 20 + the weapon’s mastercraft bonus

29
A RC H E T Y P E S & T R A I N I N G
feature). An Engineer may take 10 or take 20 on SABOTAGE
this check.

The reconfiguration imposes a –1 penalty on


Prerequisite: None
attack rolls made with the weapon but grants one Benefit: The Engineer can sabotage an object so
of the following benefits indefinitely: that it operates poorly. The Engineer must
succeed on a Disable Device check (DC 20) to
CHANGED RATE OF FIRE accomplish the downgrade and sabotaging a
mastercraft object is slightly harder (DC 20 + the
The reconfiguration changes the weapon’s rate of mastercraft object’s bonus feature). Noticing the
fire. A semiautomatic-only weapon switches to an Engineer’s handiwork without first testing the
automatic-only weapon, or vice versa. This sabotaged device requires a successful
benefit applies only to a ranged weapon with Perception check (DC = the Engineer’s Disable
either a semiautomatic or automatic fire setting. Device check result). Fixing the sabotaged item
requires a successful Craft check.
GREATER AMMO CAPACITY Sabotaging a Device
As a full-round action, the Engineer can
The reconfigured weapon can hold 50% more reconfigure so that anyone who uses it suffers a
ammunition than normal. This benefit applies penalty equal to the Engineer’s class level on skill
only to weapons that take ammunition. checks made to use the device.
Sabotaging a Weapon
GREATER CONCEALMENT As a full-round action, the Engineer can sabotage
a weapon so that it has the broken condition the
The reconfiguration grants a +2 bonus on Sleight next time it is used. A sabotaged weapon cannot
of Hand checks made to conceal the reconfigured be used effectively until repaired. This use of
weapon. sabotage also applies to vehicles.

GREATER RANGE INCREMENT


SUPERIOR REPAIR

The reconfigured weapon’s range increment Prerequisite: Engineering Improvisation


increases by 1 range increment. This benefit Benefit: An Engineer can convert a non-
applies only to weapons with range increments. masterwork item into its masterwork equivalent.
A normal firearm becomes a masterwork firearm,
SIGNATURE SHOOTER a suit of armor becomes a masterwork suit of
armor, a set of tools becomes masterwork tools,
The weapon is reconfigured for a single etc.
individual’s use only and is treated as a unique The Engineer must spend 1 hour working with
exotic weapon. Anyone else who uses the the item to upgrade it.
weapon takes a –4 non-proficient penalty on
attack rolls.
UNFLUSTERED
Weapons can be reconfigured multiple times;
each time a weapon is reconfigured, it imparts a Prerequisite: None
new benefit. Undoing an Engineer’s weapon Benefit: Engineer can perform complicated tasks
reconfiguration requires 1 hour and a successful without provoking attacks of opportunity from
Disable Device check (DC 20 + the Engineer’s adjacent foes.
class level).

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A RC H E T Y P E S & T R A I N I N G
During any round in which the Engineer uses a COVERT ATTACK
craft skill, he can use the desired skill without
provoking attacks of opportunity. Prerequisite: None
Benefit: The Infiltrator gains the Rogue’s Sneak
INF IL TRA TOR Attack class feature.
If an Infiltrator can catch an opponent when he is
Infiltrators are modern day rouges and spies. unable to defend himself effectively from her
attack, he can strike a vital spot for extra
TRA IN ING damage.
The Infiltrator’s attack deals extra damage
The following are Training for the Infiltrator. (called "precision damage") anytime her target
would be denied a Dexterity bonus to AC
ADVANCED TRAINING - INFILTRATOR (whether the target actually has a Dexterity
bonus or not) or when the Infiltrator flanks her
Prerequisite: None target. This extra damage is 1d6 and increases
Benefit: The Infiltrator gains access to Advanced by 1d6 every two levels thereafter. Should the
Training. You also gain any one of the Combat Infiltrator score a critical hit with a covert attack,
feats. this extra damage is not multiplied. Ranged
attacks can count as covert attacks only if the
ADVANCED TRAINING - ROGUE TRAINING target is within 30 feet.
With a weapon that deals nonlethal damage (like
Prerequisite: Advanced Training Infiltrator a sap, whip, or an unarmed strike) an Infiltrator
Benefit: The Infiltrator gains access to the can make a sneak attack that deals nonlethal
Rogue Talents for Advance Training. damage instead of lethal damage. He cannot use
More information on Rogue Talents can be found a weapon that deals lethal damage to deal
in the Pathfinder Role-playing Game Core Rules nonlethal damage in a covert attack, not even
or at: http://www.d20pfsrd.com/classes/core­ with the usual –4 penalty.
classes/rogue/rogue-talents The Infiltrator must be able to see the target well
enough to pick out a vital spot and must be able
CONTACTS to reach such a spot. An Infiltrator cannot covert
attack while striking a creature with concealment.
Prerequisite: None More information on Sneak Attack can be found
Benefit: The Infiltrator is well-enough wired into in the Pathfinder Roleplaying Game Core Rules.
the social system to be able to get the names
and numbers of individuals with particular
FALSE ALLEGIANCE
abilities and talents.
The Infiltrator can use Hero Points in place of Prerequisite: Contacts
Prestige Points when dealing with Factions other Benefit: The Infiltrator can fits in with whatever
than his own. The Infiltrator’s Fame score will be group he chooses to be with.
count as ½ when used with other factions. The Infiltrator can successfully emulate another
Faction. The enables the Infiltrator to use his
Fame and Prestige Points total in the false faction
as he would in his faction.

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A RC H E T Y P E S & T R A I N I N G
FORTUNE’S FAVOR UP MY SLEEVE

Prerequisite: None Prerequisite: None


Benefit: The Infiltrator cannot be caught flat­ Benefit: The Infiltrator becomes a master at
footed, even if the attacker is unseen. He still hiding weapons on his body. He adds ½ his level
loses his Dexterity bonus to AC if immobilized. to all Sleight of Hand skill checks made to
The Infiltrator with this ability can still lose his prevent others from noticing them.
Dexterity bonus to AC if an opponent successfully
uses the feint action against him. WORD ON THE STREET

POISON EXPERT Prerequisite: None


Benefit: You gain a +3 bonus to Diplomacy and
Prerequisite: None Knowledge (streetwise) skill.
Benefit: The Infiltrator is trained in the use of If you have 10 or more ranks in one of these
poison and cannot accidentally poison themselves skills, the bonus increases to +6 for that skill
when preparing a poison.
The Infiltrator gains a +1 saving throw bonus INV ES T IGA T OR
against poisons. This bonus increases by +1
every two levels. An investigator varies from detectives to
journalists.
RESOURCES
TRA IN IN G
Prerequisite: None
Benefit: The Infiltrator is considered to have The following are Training abilities for the
considerable material resources either at hand or Investigator.
easily and cheaply acquired.
The Infiltrator doesn’t need to spend Prestige ADVANCED TRAINING - INVESTIGATOR
Points to buy Faction restricted items, but will
need the required Fame score and the money to Prerequisite: Analyze Clue
buy the items. Benefit: The Investigator gains access to
Advanced Training. You also gain any one of the
General feats.
THOUSAND FACES

Prerequisite: Covert Attack ADVANCED TRAINING - ROGUE TRAINING


Benefit: The Infiltrator can use the Stealth skill
even while being observed. As long as he is Prerequisite: Advanced Training Investigator
within 10 feet of some sort of shadow, he can Benefit: The Investigator gains access to the
hide himself from view in the open without Rogue Talents for Advance Training.
having anything to actually hide behind. He More information on Rogue Talents can be found
cannot, however, hide in his own shadow. in the Pathfinder Role-playing Game Core Rules
or at: http://www.d20pfsrd.com/classes/core­
classes/rogue/rogue-talents

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A RC H E T Y P E S & T R A I N I N G
ANALYZE CLUE FAST PICKS

Prerequisite: None Prerequisite: Advanced Training - Investigator


Benefit: The Investigator can use Perception to Benefit: An Investigator with this talent can use
follow tracks as per the Survival skill. This the Disable Device skill to attempt to open a lock
function allows the Investigator to extract extra as a standard action instead of a full-round
information from material he or he has found. action.
The base (DC15) is modified by the time that has
elapsed since the clue was left and whether or DEDUCTION
not the scene was disturbed.
Circumstances DC Prerequisite: Analyze Clue
Modifier Benefit: An Investigator becomes so attuned at
Every day since event (max +2 solving mysteries that he finds a way to put two
modifier +10) and two together and rarely misses a clue.

Scene is outdoors +5
The Investigator can know a specific piece of

Scene slightly disturbed


+2 information from a clue or character, including:

Scene moderately disturbed +4


alignment, faction, archetype, level etc.

Scene extremely disturbed


+6 The Investigator can add his ranks in a related
knowledge skill the clue in any Perception checks.
COAX INFORMATION
FOLLOW UP
Prerequisite: Advanced Training - Investigator
Benefit: An Investigator with this talent can use Prerequisite: None
Bluff or Diplomacy in place of Intimidate to force Benefit: An investigator can roll twice on any
an opponent to act friendly toward her. Diplomacy check made to gather information,
and receives the information for both results.
COLLECT EVIDENCE This takes the same amount of time as one
check. If the lesser of the two checks reveals
Prerequisite: None false information, the rogue is aware of it.
Benefit: The Investigator can collect and prepare
evidentiary material for a lab. False information is not revealed in this way if
To collect a piece of evidence, make a Perception the people she questioned do not know it to be
check (DC 15). If the Investigator succeeds, the false.
evidence is usable by a crime lab.
If the Investigator fails, a crime lab analysis still HARD TO FOOL
can be done, but the lab takes a –5 penalty on
any necessary check. Prerequisite: Advanced Training - Investigator
If the Investigator fails by 5 or more, the lab Benefit: Once per day, an Investigator can roll
analysis simply cannot be done. two dice while making a Sense Motive check and
On the other hand, if the Investigator succeeds take the better result. He must choose to use this
by 10 or more, the lab gains a +2 circumstance talent before making the Sense Motive check.
bonus on its checks to analyze the material. Special: An Investigator can use this ability one
Collecting evidence generally takes 1d4 minutes additional time per day for every 5 levels he
per object and to fully examine a topic takes 1d4 possesses.
hours.

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A RC H E T Y P E S & T R A I N I N G
INFORMANTS PURSUE

Prerequisite: Networking Prerequisite: None


Benefit: The Investigator may have a number of Benefit: The Investigator adds half his level to
individuals equal to his Fame score as Knowledge (streetwise) and Perception skill
Informants. checks.
Informants are NPCs that can provide information
and help to the Investigator. How much SLIPPERY MIND
information and help is up to the Game Master.
Prerequisite: Advanced Training - Investigator
INTERROGATE Benefit: This ability represents the Investigator’s
ability to wriggle free from mind affecting abilities
Prerequisite: None that would otherwise control or compel her. If an
Benefit: The Investigator can know if someone is Investigator with slippery mind is affected by a
knowingly lying. mind affecting ability and fails her saving throw,
Once a day, per ranks in the Intimidation skill (or he can attempt it again 1 round later at the same
for one Hero Point) you question the target, DC. He gets only this one extra chance to
backed up by the threat of pain. You may ask succeed on her saving throw.
one question per two ranks in the Intimidation
skill. The target can either answer the question or THOUGHTFUL REEXAMINING
take 1d4 points of damage plus your ranks in the
Intimidation skill. The target is not compelled to Prerequisite: Advanced Training - Investigator
answer truthfully, but the threat of pain gives it a Benefit: Once per day, an Investigator with this
–4 penalty on Bluff checks to convince you when talent can reroll a Knowledge, Sense Motive, or
it is lying. Perception skill check to try to gain new or better
This effect lasts for 1 round per ranks in the information from the roll. This reroll can be made
Intimidation skill and is a standard action to any time during the same day as the original
initiate, but not maintain. check.

NETWORKING TRAP FINDING

Prerequisite: None Prerequisite: None


Benefit: The Investigator is well-enough wired Benefit: An Investigator gains the Trap Finding
into the social system to be able to get the Rouge class ability.
names and numbers of individuals with particular An Investigator adds 1/2 his level to Perception
abilities and talents. skill checks made to locate traps and to Disable
The Investigator doesn’t need to spend Prestige Device skill checks (minimum +1). An
Points to buy Faction restricted items, but will Investigator can use Disable Device to disarm
need the required Fame score and the money to any type of traps.
buy the items.

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A RC H E T Y P E S & T R A I N I N G
URBAN TRACKING ADVANCED TRAINING - ANCESTOR TRAINING

Prerequisite: None Prerequisite: Advanced Training - Martial Artist


Benefit: The Investigator can use the Perception Benefit: The Martial Artist gains access to the
in place of survival to track an individual in an Monk ki powers. You may use a Training slot for
urban setting. one Monk ki powers.
The DC check depends on the community More information on Monk ki powers can be
population and the conditions: found in the Pathfinder Role-playing Game Rules
Population DC
Fewer than 2,000 5 DODGE
2,000-9,999 10
10,000-49,999 15 Prerequisite: None
50,000-99,999 20 Benefit: The Martial Artist can avoid damage
100,000-499,999 25
from many area-effect attacks.
500,000+ 30
Condition DC Mod
If a Martial Artist makes a successful Reflex
Every three persons in the
saving throw against an attack that normally
-1
group being sought
deals damage on a successful save, he instead
Per 24 Hrs. the quarry has
takes no damage.
+1
been missing or sought
Dodge can be used with any type of armor. A
Tracked quarry "lies low" +5
helpless Martial Artist does not gain the benefit of
The individual being sought
-1 for every 10
Dodge.
Fame ranks of Fame

EXPERT IN YOUR FIELD


WORD IN THE STREETS
Prerequisite: None
Prerequisite: None
Benefit: The Martial Artist is considered to be a
Benefit: You gain a +3 bonus to Diplomacy and
master of her particular art, whether this is as a
Knowledge (streetwise) skill.
scholar with a detailed knowledge of the art’s
If you have 10 or more ranks in one of these
history, or as a practitioner, such as a
skills, the bonus increases to +6 for that skill
professional MMA fighter.
The Martial Artist uses his level in place of his
MAR T IA L A RT IST
base attack bonus when calculating his Combat
Maneuver.
The Martial Artist varies from MAA fighters to the
classic monk.
FLURRY OF BLOWS

TRA IN ING Prerequisite: None


Benefit: A Martial Artist can make a flurry of
The following are Training for the Martial Artist.
blows as a full-standard action. When doing so he
may make one additional attack using any
ADVANCED TRAINING - MARTIAL ARTIST combination of unarmed strikes or attacks with a
martial arts weapons (same as Monk weapons,
Prerequisite: Inner Power
see the Pathfinder Role Playing Game Chapter 3 ­
Benefit: The Martial Artist gains access to
kama, nunchaku, quarterstaff, sai, shuriken and
Advanced Training. You also gain any one of the
siangham) as if using the Two-Weapon Fighting
Style feats.

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A RC H E T Y P E S & T R A I N I N G
feat (even if the Martial Artist does not meet the STUNNING MARK
prerequisites for the feat).
For one Hero Point spent, the Martial Artist can You may spend 1 Hero Point as a swift action to
make one additional attacks when he uses flurry execute your Stunning Arm attack as a free
of blows. attack rather than a normal melee attack.
A Martial Artist applies his full Strength bonus to
his damage rolls for all successful attacks made WINDS OF CHANGE
with flurry of blows, whether the attacks are
made with an off-hand or with a weapon wielded You may spend 1 Hero Point as an immediate
in both hands. A Martial Artist may substitute action to deflect one missile weapon that round.
disarm, sunder and trip combat maneuvers for
unarmed attacks as part of a flurry of blows. A ZEN COMBAT
Martial Artist cannot use any weapon other than
an unarmed strike or a special martial arts You may spend 1 Hero Point as a swift action to
weapon as part of a flurry of blows. substitute your Wisdom score for your Strength
or Dexterity for all melee or ranged attacks you
make that round.
HIGH JUMP

Prerequisite: None INNER POWER


Benefit: The Martial Artist adds his level to all
Acrobatics checks made to jump, both for vertical Prerequisite: Living Weapon
jumps and horizontal jumps. Benefit: A Martial Artist can use his Hero Points
In addition, he always counts as having a running the same as a Monk’s Ki pool class feature.
start when making jump checks using Acrobatics. More information on Ki can be found in the
By spending 1 Hero Point as a swift action, a Pathfinder Roleplaying Game Core Rules
Martial Artist gains a +20 bonus on Acrobatics
checks made to jump for 1 round. IRON FIST

Prerequisite: Inner Power


IMBUE WEAPON
Benefit: Benefit: The Martial Artist may use an
Prerequisite: Inner Power and Stunning Arm unarmed attack to overcome damage reduction.
Benefit: The Martial Artist may use any martial For one Hero Point spent, the Martial Artist can
art weapons (same as Monk weapons, see the overcome one point of damage reduction type
Pathfinder Role Playing Game Chapter 3 - Kama, (Bludgeoning, piercing, or slashing).
nunchaku, quarterstaff, sai, shuriken and
siangham) and may channel his Inner Power in a LIVING WEAPON
new weapon ability. Choose one of the following
powers: Prerequisite: None
Benefit: The Martial Artist’s attacks may be with
fist, elbows, knees and feet. This means that a
CRUSHING FALL
Martial Artist may make unarmed strikes with his
When you succeed at a trip or disarm combat hands full. There is no such thing as an off-hand
maneuver, you may spend 1 Hero Point from as a attack for a Martial Artist striking unarmed. A
swift action to deal damage to your opponent. Martial Artist may thus apply his full Strength

36
A RC H E T Y P E S & T R A I N I N G
bonus on damage rolls for all his unarmed DC 10 + 1/2 your character level + Hero Points
strikes. Spent
A Martial Artist’s unarmed attacks can deal lethal This is in addition to dealing damage normally.
or nonlethal damage, with no penalty on his A defender who fails this saving throw is stunned
attack roll. He has the same choice to deal lethal for 1 round (until just before your next turn). A
or nonlethal damage while grappling. stunned character can't take actions, loses any
A Martial Artist’s unarmed attack is treated as Dexterity bonus to AC and takes a –2 penalty to
both a manufactured weapon and a natural AC. You may attempt a stunning attack once per
weapon for the purpose of effects that enhance day for every four levels you have attained and
or improve either manufactured weapons or no more than once per round.
natural weapons.
A Martial Artist also can deal more damage with PERS ON AL IT Y
his unarmed strikes than a normal person would.
A Personality varies from celebrities to political
Level Damage Damage leaders.
(Small) (Large)
1st–3rd 1d4 1d8 TRA IN IN G
4th–7th 1d6 2d6
8th–11th 1d8 2d8 The following are Training for a Personality.
12th–15th 1d10 3d6
16th–19th 2d6 3d8 ADVANCED TRAINING - PERSONALITY
20th 2d8 4d8
For every Hero Point spent, the Martial Artist can Prerequisite: Compelling Performance
increase his unarmed base damage by 1 dice and Benefit: The Personality gains access to
lasts for 1 round per level of the Hero and is a Advanced Training. You also gain any one of the
move action to initiate but not maintain. Performance feats.

STUNNING ARMS ADVANCED TRAINING – CALL OF THE BARD

Prerequisite: Inner Power Prerequisite: Advanced Training - Personality


Benefit: The Martial Artist can use this Training Benefit: The Personality can use Hero Points the
ability with unarmed strikes or attacks with a same as a Bard’s Performance and gain access to
special martial art weapons (same as Monk the Bard class features.

weapons, see the Pathfinder Role Playing Game You may use a Training slot for one Bard class

Chapter 3 - Kama, nunchaku, quarterstaff, sai, feature.

shuriken and siangham). More information on Bard class features can be

The Martial Artist must declare that you are using found in the Pathfinder Role-playing Game Rules.

this ability before you make your attack roll


(thus, a failed attack roll ruins the attempt). CELEBRITY ACCESS

Stunning Arms forces a foe damaged by your


attack to make a Fortitude saving throw and the Prerequisite: None

Martial Artist can increase the save difficulty by Benefit: The Personality can use his faction

adding Hero Points to the DC. For one Hero Point Prestige Points outside of his faction. The Prestige

spent increase the DC by 1 Point. Points can be used when dealing with individuals,

37
A RC H E T Y P E S & T R A I N I N G
other factions, events or any other restricted dramatic situation, the target is compelled to
person, place, or thing. fight, regardless of the danger.

CELEBRITY IMMUNITY ENTOURAGE

Prerequisite: None Prerequisite: None


Benefit: If the Personality is arrested for a Benefit: The Personality may appoint a number
crime, the hero can make spend one Prestige of ordinary individuals equal to her Fame score as
Point to invoke her celebrity status and not suffer an entourage. These appointed individuals gain
the usual legal penalty or punishment. all the benefits of Celebrity Access, Celebrity
If one of the Personality’s entourage (see the Immunity and Ultimate Access.
Entourage training, below) is arrested for a crime The Personality may revoke these privileges at
and unable to secure her own release, the any time and appoint replacements as he sees
Personality may intercede on the entourage’s fit. It takes 1d4 hours for a Personality to invoke
behalf. This will cost the Personality two Prestige or revoke an Entourage’s privileges.
Points. If Fame is permanently lost, the Personality will
also lose one member of her Entourage.
COMPELLING PERFORMANCE
RESTRICTED ACCESS
Prerequisite: Winning Smile
Benefit: A Personality’s force of personal Prerequisite: Celebrity Access
magnetism increases to the point that he or he Benefit: The Personality gains clearance to
can arouse a single emotion of her choice— access restricted files or classified information
despair, hope, or rage—in a target. from any allied Faction.
For one Hero Point spent, the emotion affects one The Personality doesn’t need to spend Prestige
target within sight and/ or sound of the Points to buy restricted items, but will need the
Personality’s performance. required Fame score and the money to buy the
This effect lasts for 1 round per level of the hero items.
and is a full round action to initiate but not to
maintain. ROYALTY
The target makes a Will saving throw.
DC is 10 + ranks in a Perform skill Prerequisite: None
If the target succeeds at the saving throw, he or Benefit: A Personality's activities in the public
he is immune to the compulsion of this eye generate extra income.
performance. If the target fails, he or he reacts The Personality adds 1/2 his level to Fame score
to the emotion as described below. and to any Profession skill (minimum +1).
Despair: The target takes a –2 morale penalty on
saving throws, attack rolls, ability checks, skill SOW DISTRUST
checks and weapon damage rolls.
Hope: The target gains a +2 morale bonus on Prerequisite: None
saving throws, attack rolls, ability checks, skill Benefit: A Personality can turn one character
checks and weapon damage rolls. against another. The Personality must spend a
Rage: The target gains a +2 morale bonus to Hero Point per target.
Strength and Constitution, a +1 morale bonus on The targets must be able to hear and understand
Will saves and a –1 penalty to Armor Class. In a the Personality.

38
A RC H E T Y P E S & T R A I N I N G
The target makes a Will save. WINNING SMILE
DC 10 + Personality’s ranks in a Charisma based
skill. Prerequisite: None
If the target fails the save, his or her attitude Benefit: A Personality develops such a force of
toward the other designated character worsens personal magnetism that he or he can convince a
by one step: helpful turns to friendly, friendly to single target to regard him as a trusted friend.
indifferent, indifferent to unfriendly, unfriendly to The target makes a Will saving throw to avoid
hostile. being persuaded by the Personality’s words and
The target makes a Will save whenever the actions. The DC is 10 + 1/2 class level +
Personality uses this talent against him. As long Charisma bonus.
as the target continues to fail the Will save, the This ability doesn’t enable the Personality to
Personality can continue taking full-round actions control the target, but the target perceives the
to worsen the target’s attitude toward a Personality’s words and actions in the most
designated character. When the target’s attitude favorable way. A target remains won over for 1
drops to hostile, he or he attacks the designated minute per Personality level.
character. After the duration expires, the GM determines
A successful Will save doesn’t restore previous the reaction and attitude of the target based on
attitude shifts, but it does render the target what the Personality compelled the target to do.
immune for 24 hours to further attempts by the
Personality to sow distrust. PHYS IC IA N

A physician varies from a medic to a doctor.


TALK DOWN

Prerequisite: None TRA IN IN G


Benefit: A Personality can talk her way out of
trouble. The following are Training for a Physician.
Prior to the start of hostilities or during combat,
for one Hero Point spent, the Personality can talk ADVA NC E D TRA IN IN G - A DVA NC E D
down an opponent. The target must be able to HEA L ING
hear her voice.
That opponent immediately stops fighting and Prerequisite: Healer
reverts to an indifferent attitude regarding the Benefit: A Physician gains access to Advanced
Personality. Any hostile action by the Personality Training. You also gain the Healing Domain and
or by one of the Personality’s allies, directed at its granted powers. This is not magical in nature
the opponent allows the opponent to act as he or but a representation of modern medical
he sees fit. procedures.
To initiate this talent, the Personality must spend
a full-round action. Then the opponent makes a Rebuke Death (Cost 1 Hero Point): You can touch
Will saving throw. a living creature as a standard action, healing it
DC 10 + Personality’s ranks in a Charisma based for 1d4 points of damage plus 1 for every two
skill.
levels you possess. You can only use this ability
If the save fails, the opponent stops fighting. If
on a creature that is below 0 hit points.
the save succeeds, the opponent continues as

normal.
Healer's Blessing (Cost 6 Hero Points): All of your
healing is treated as if they were empowered,

39
A RC H E T Y P E S & T R A I N I N G
increasing the amount of damage healed by half TREATMENTS (SPELLS)
(+50%).
All medical healing is considered non-magical.
ADVANCED TRAINING – MEDICAL
PROCEDURE 1st—cure light wounds, 2nd—cure moderate
wounds, 3rd—cure serious wounds, 4th—cure
Prerequisite: Advanced Training - Advanced critical wounds, 5th—breath of life, 6th—heal,
Healing 7th—regenerate, 8th—mass cure critical wounds,
Benefit: A Physician knows how to “cast” a spell 9th—mass heal.
from the Healing Domain. This is not magical but
a representation of modern medical procedures. CALMING TOUCH
The GM will decide if a certain spell can be
replicated in a modern medical adaptation. Prerequisite: None
To cast the healing spell for a medical procedure, Benefit: For one Hero Point per individual, the
the character must use 1 Hero Point per spell Physician can relieve the individual of a condition.
level and make a Heal check DC 10 + spell level. Your touch can remove the dazed, fatigued,
The level of spell the Physician can employ is shaken, or staggered condition.
based on his ranks in the Heal skill.
HEALER
Heal Ranks Spell Level
10 0 Prerequisite: None
12 0 Benefit: If treating a patient with the First Aid
13 1 ability from the Heal skill, for every 5 points
14 1 made over DC 15, the Physician can heal 1d4 of
15 2 damage. This check can be tried again, but the
16 2 new check will have to be greater than the
17 3 previous check to heal additional damage.
18 3
19 4 MEDICAL MIRACLE
20 4
21 5 Prerequisite: Minor Medical Miracle
22 5 Benefit: A Physician can revive a character
23 6 reduced to –10 hit points or lower. If the
24 6 Physician is able to administer aid within 10
25 7 rounds of the character’s death, he or he can
26 7 make a Heal check.
27 8 Heal skill - DC 20 + the negative Hit Points
28 8 If the check succeeds, the dead character can
29 9 make a Fortitude save (DC 10 + the negative Hit
20 9 Points) to stabilize and be restored to 1d6 hit
points.
If the Physician fails the skill check or the patient
fails the Fortitude save, the dead character can’t
be restored.

40
SKI
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S K I LLS
CRAF T scene or encounter. The jury-rigged object must
be fully repaired thereafter.
The following a new ways to utilize craft skills. The jury-rig application of any craft skill can be
used untrained.
N EW S K ILL U S ES
N EW CR AFT S K ILLS
The following apply to all craft skills.
ELECTRONIC
REPAIR
(Intelligence, Trained Only)
All Craft skills can repair any item within their Description: This skill allows a character to build
specialty. The following applies to all Craft skills and repair electronic equipment from scratch,
on how to repair items. such as audio and video equipment, timers and
Check: The DC varies by the complexity of the listening devices, or radios and communication
object being repaired devices.
In general, simple repairs have a DC of 10 to 15 Type of Scratch-Built Craft Time
and require no more than a few minutes to Electronics (Examples) DC
accomplish. Simple (timer or detonator) 15 1 hr.
More complex repair work has a DC of 20 or Moderate (radio direction 20 12
higher and can require an hour or more to finder, electronic lock) hr.
complete. Complex (cell phone) 25 24
Repair Task (Example) Repair Time hr.
DC Advanced (computer) 30 60hr.
Simple (tool, simple 10 1
weapon) min.
EXPLOSIVE
Moderate (mechanical or 15 10
electronic component) min. (Intelligence, Trained Only)
Complex (mechanical or 20 1 hr. Description: This skill allows a character to
electronic device) connect, create and set explosives substances
Advanced (cutting-edge 25 10 hr. and devices.
mechanical or electronic Setting a simple explosive to blow up at a certain
device) spot doesn’t require a check, but connecting and
Using a Craft skill to attempt a repair requires an setting a detonator does. Also, placing an
appropriate tool kit. Without it, the character explosive for maximum effect against a structure
takes a –2 penalty on the check. calls for a check, as does disarming an explosive
device.
JURY-RIG Check: A successful check produces a product of
solid material, about the size of a brick. An
A character can choose to attempt jury-rigged or explosive compound does not include a fuse or
temporary repairs. Doing this will allow the detonator.
character to make the checks in as little as a full-
round action.
However, a jury-rigged repair can only fix a
single problem with a check and the temporary
repair only lasts until the end of the current

45

S K I LLS
Explosive Craft Reflex Time unless the person who set the detonator chose a
DC DC higher disarm DC. If the character fails the
Improvised (1d6/5 10 10 1 check, he does not disarm the explosive. If the
feet)1 round character fails by more than 5, the explosive
Simple (2d6/5 15 12 10 goes off.
feet) min. Action: Setting a detonator is usually a full-
Moderate (4d6/10 20 12 1 hr. round action. Placing an explosive device takes 1
feet) minute or more, depending on the scope of the
Complex (6d6/15 25 15 3 hr. job.
feet) Try Again: Building an explosive from scratch is
Powerful (8d6/20 30 15 12 hr. dangerous. If the Craft (explosives) check fails,
feet) the raw materials are wasted. If the check fails
Devastating 35 18 24 hr. by 5 or more, the explosive compound detonates
(10d6/25 feet) as it is being made, dealing half of its intended
1 Scratch built explosives deal concussion damage to the builder and anyone else in the
damage. burst radius.
Set Detonator: Most explosives require a Special: A character can take 10 when using the
detonator to go off. Connecting a detonator to an Craft (explosives) skill, but can’t take 20.
explosive requires a Craft (explosives) check (DC
10). Failure means that the explosive fails to go MECHANICAL
off as planned. Failure by 10 or more means the
explosive goes off as the detonator is being (Intelligence, Trained Only)
installed. Description: This skill allows a character to build
A character can make an explosive difficult to and repair mechanical devices from scratch,
disarm. To do so, the character chooses the including engines and engine parts, weapons,
disarm DC before making his or her check to set armor and other gadgets.
the detonator (it must be higher than 10). The When building a mechanical device from scratch,
character’s DC to set the detonator is equal to the character describes the kind of device he
the disarm DC. wants to construct; then the Game Master
Place Explosive Device: Carefully placing an decides if the device is simple, moderate,
explosive against a fixed structure (a stationary, complex, or advanced compared to current
unattended inanimate object) can maximize the technology.
damage dealt by exploiting vulnerabilities in the
structure’s construction. Type of Scratch-Built Craft Time
The GM makes the check (so that the character Mechanical Device DC
doesn’t know exactly how well he or he has Simple (tripwire trap) 15 1 hr.
done). On a result of 15 or higher, the explosive Moderate (light armor) 20 12
deals double damage to the structure against hr.
which it is placed. On a result of 25 or higher, it Complex (automobile engine, 25 24
deals triple damage to the structure. In all cases, 9mm autoloader) hr.
it deals normal damage to all other targets within Advanced (jet engine) 30 60
its burst radius. hr.
Disarm Explosive Device: Disarming an
explosive that has been set to go off requires a
Craft (explosives) check. The DC is usually 10,

46
S K I LLS
PHARMACEUTICAL Information: A character makes a Knowledge
check to gain any general information associated
(Intelligence, Trained Only) with the skill.
This skill allows a character to compound Check: The DC for answering a question within
medicinal drugs to aid in recovery from treatable the character’s field of study is 10 for easy
illnesses. questions, 15 for basic questions and 20 to 30 for

A medicinal drug gives a +2 circumstance bonus tough questions.

on Fortitude saves made to resist the effects of a The Knowledge categories and the topics each

disease, drug, or poison. one encompasses are as follows.

The Craft (pharmaceutical) check is based on the


severity of the disease, drug or poison to be
ART

countered as measured by the DC of the


Fortitude save needed to resist it. Fine arts and graphic arts, including art history

Fortitude Save DC Craft DC Time and artistic techniques

14 or lower 15 1 hr. Antiques, modern art, photography and

15–18 20 3 hr. performance art forms, such as music and dance,

19–22 25 6 hr. among others

23 or higher 30 12 hr.
BEHA V IOR A L SC IENC ES

STRUCTURAL
Psychology, sociology and criminology.

(Intelligence)
Description: This skill allows a character to build BUS IN ESS

and repair wooden, concrete, or metal structures


from scratch, including bookcases, desks, walls, Business procedures, investment strategies and

houses and so forth and includes such handyman corporate structures.

skills as plumbing, house painting, drywall, laying Bureaucratic procedures and how to navigate

cement and building cabinets. them.

Scratch-Built Structure Craft DC Time


Simple (bookcase) 15 12 hr. C IV ICS

Moderate (house deck) 20 24 hr.


Complex (bunker) 25 60 hr. Law, legislation, litigation, legal rights and

Advanced (house) 30 600 hr. obligations.

When building a structure from scratch, the Political and governmental institutions and

character describes the kind of structure he or he processes.

wants to construct; then the Game master


decides if the structure is simple, moderate, CURR E NT EV ENTS

complex, or advanced in scope and difficulty.


Recent happenings in the news, sports, politics,

KNO W L ED GE
entertainment and foreign affairs.

(Intelligence, Trained Only)


EAR T H AN D L IF E S C IE N CES

Description: This skill encompasses several

categories, each of them treated as a separate


Biology, botany, genetics, geology, paleontology,

skill.
medicine and forensics.

47
S K I LLS
PH YS ICA L SC IENC ES Finding public information on the Internet does
not fall under this category. This application of
Astronomy, chemistry, mathematics, physics and the Knowledge (technology) skill only pertains to
engineering. finding files on private systems with which the
character is not familiar.
PO PU LA R CU L TUR E Size of Site DC Time
Personal computer 10 1 round
Popular music, personalities, genre films, books, Small office network 15 2 rounds
comics, science fiction and gaming, among Large office network 20 1 minute
others. Massive corporate network 25 10 minutes

STR E E TWIS E DEFEAT COMPUTER SECU RITY

Street and urban culture, local underworld This application of Knowledge (technology) can’t
personalities, events and urban legends. be used untrained. The DC is determined by the
quality of the security program installed to
TAC T ICS defend the system. If the check is failed by 5 or
more, the security system immediately alerts its
Techniques and strategies for disposing and administrator that there has been an
maneuvering forces in combat. unauthorized entry. An alerted administrator may
attempt to identify the character or cut off the
T EC HN OLO GY character’s access to the system.
Sometimes, when accessing a difficult site, the
Current developments in cutting-edge devices, as character has to defeat security at more than one
well as the background necessary to identify stage of the operation. If the character beats the
various technological devices. This also DC by 10 or more when attempting to defeat
encompasses the use and programming of computer security, the character automatically
computers and other technology (See below). succeeds at all subsequent security checks at
that site until the end of the character’s session
TECHNOLOGY CHECK (see Computer Hacking below).

Most normal computer operations don’t require Level of Security DC


Knowledge (technology) check. However, Minimum 20
searching an unfamiliar network for a particular Average 25
file, writing computer programs, altering existing Exceptional 35
programs to perform differently (better or worse) Maximum 40
and breaking through computer security are all
relatively difficult and require skill checks.
COMPUTER HACKING

FIND FILE When a character hacks, he attempts to invade a

site. A site is a virtual location containing files,

This skill can be used for finding files or data on data, or applications.

an unfamiliar system. The DC for the check and Some sites can be accessed via the Internet;

the time required are determined by the size of others are not connected to any outside network

the site on which the character is searching. and can only be tapped into by a user who

48
S K I LLS
physically accesses a computer connected to the DEFEAT FILE SECURITY
site.
Every site is overseen by a system Many networks have additional file security. If
administrator—the person in charge of the site that’s the case, the character needs to make
and who maintains its security. another check to defeat computer security.
When a character hacks into a site, the visit is
called a session. Once a character stops DO YOUR STUFF
accessing the site, the session is over. The
character can go back to the site in the future; If the character just wants to look at records or
when he or he does, it’s a new session. download data, no additional check is needed.
Several steps are required to hack into a site: Altering or deleting records sometimes requires
yet another check to defeat computer security.

COVERING TRACKS
DEFEND SECURITY
By making a Knowledge (technology) check DC
20, a character can alter his or her identifying If the site alerts the character to an intruder, the
information character can attempt to cut off the intruder’s
This imposes a –5 penalty on any attempt made access (end the intruder’s session) or even to
to identify the character if his or her activity is identify the intruder.
detected. To cut off access, make an opposed Knowledge
(technology) check against the intruder
One surefire way to prevent further access is to
ACCESS THE SITE
simply shut the site down
There are two ways to do this: physically or over To identify the intruder, make an opposed
the Internet. Knowledge (technology) check against the
intruder.
PHYSICAL ACCESS
DEGRADE PROGRAMMING
A character gains physical access to the
computer, or a computer connected to the site. A character can destroy or alter applications on a
computer to make use of that computer harder or
impossible. The DC for the attempt depends on
INTERNET ACCESS
what the character tries to do.
Reaching a site over the net requires two
Knowledge (technology) checks. The first check Scope of Alteration DC Time
(DC 10) is needed to find the site on the net. The Crash computer 10 1 minute
second is a check to defeat computer security. Destroy programming 15 10 minutes
Once a character has succeeded in both checks, Damage programming 20 10 minutes
the character has accessed the site.
Fixing the degraded programming requires 1
LOCATE DATA hour and a Knowledge (technology) check
against a DC equal to the DC for degrading it +5.
To find the data the character wants, make a
Knowledge (technology) check.

49
S K I LLS
WRITE PROGRAM V ISUA L AR T

A character can create a program to help with a Description: This skill allows a character to
specific task. Doing so grants the character a +2 create paintings or drawings, take photographs,
circumstance bonus to the task. use a video camera, or in some other way create
A specific task, in this case, is one type of a work of visual art.
operation with one target.
The DC to write a program is 20; the time WR IT IN G
required is 1 hour.
Description: This skill allows a character to
OPERATE REMOTE DEVICE create short stories, novels, scripts, screenplays,
newspaper articles, columns and similar works of
The DC depends on the nature of the operation. writing.
If the character fails the check by 5 or more, the
system immediately alerts its administrator that PR OF ESS IO N
there has been an unauthorized use of the
equipment. (Wisdom)
Type of Operation DC Time The following a new ways to utilize Profession
Shut down passive remote 20 1 round skills.
(including cameras and per remote
door locks) N EW SK IL L U S ES
Shut down active remote 25 1 round
(including motion detectors per remote
CREDIT
and alarms)
Reset parameters 30 1 minute You can gain additional funds based on credit
per remote using your Profession skill. This can be done once
Change pass codes 25 1 minute per each rank. Each time a check is made, one
Hide evidence of alteration +10 1 minute rank in this skill is put on hold (can’t be used)
Minimum security –5 — until the funds are repaid. If a natural roll of 1 is
Exceptional security +10 — made during a check, the character permanently
Maximum security +15 — loses 1 skill rank.

PE RF OR M CREDIT REWARDS
Profession Skill DC USD Award
(Charisma)
5 $100
This skill applies to various art forms and their
10 $1,000
presentation.
15 $5,000
20 $20,000
STA ND-UP 25 $25,000
30 $35,000
Description: The character is a gifted comedian, 35 $40,000
capable of performing a stand-up routine before 40 $50,000
an audience

50
TRAI
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T RA I T S
ACAD E MIC
CEL EB R IT Y

Academics include librarians, archaeologists,


A celebrity is anyone who, for whatever reason,

scholars, professors and teachers.


has been thrust into the spotlight of the public

Class Skills: You gain a +1 trait bonus on


eye. Actors, entertainers of all types,

Knowledge (any) checks and Knowledge (any) is


newscasters, radio and television personalities

always a class skill for you.


and more fall under this starting occupation.

Wealth Bonus: +3 to one Profession skill.


Class Skills: You gain a +1 trait bonus on

Diplomacy checks and Diplomacy is always a

ADV EN TU RER
class skill for you.

Wealth Bonus: +4 to one Profession skill.

Adventurers include big-game hunters, relic


Fame Bonus: +1 to one Faction

hunters, explorers, field scientists, thrill-seekers

and others called to face danger for a variety of


CR EAT IV E

reasons.

Class Skills: You gain a +1 trait bonus on


The creative starting occupation covers artists of

Survival checks and Survival is always a class


all types who fan their creative spark into a

skill for you.


career. Illustrators, copywriters, cartoonists,

Wealth Bonus: +1 to one Profession skill.


graphic artists, novelists, magazine columnists,

actors, sculptors, game designers, musicians,

AT HL E T E
screenwriters, photographers and web designers

all fall under this occupation.

Athletes include amateur athletes of Olympic


Class Skills: You gain a +1 trait bonus on

quality and professional athletes of all types,


Perform (any) checks and Perform (any) is

including gymnasts, weight trainers, wrestlers,


always a class skill for you.

boxers, martial artists, swimmers, skaters and


Wealth Bonus: +2 to one Profession skill.

those who engage in any type of competitive

sport.
CR IM IN AL

Class Skills: You gain a +1 trait bonus on

Acrobatics checks and Acrobatics is always a


This illicit starting Trait reveals a background

class skill for you.


from the wrong side of the law. This includes con

Wealth Bonus: +1 to one Profession skill.


artists, burglars, thieves, crime family soldiers,

gang members, bank robbers and other types of

BLU E C OLLAR
career criminals.

Class Skills: You gain a +1 trait bonus on

Blue collar occupations include factory work, food


Knowledge (streetwise) checks and Knowledge

service jobs, construction, service industry jobs,


(streetwise) is always a class skill for you.

taxi drivers, postal workers and other jobs that


Wealth Bonus: +1 to one Profession skill.

are usually not considered to be desk jobs.

Class Skills: You gain a +1 trait bonus on


DOCT OR

Profession (any) checks and Profession (any) is

always a class skill for you.


A doctor can be a physician (general practitioner

Wealth Bonus: +2 to one Profession skill.


or specialist) a surgeon, or a psychiatrist.

Class Skills: You gain a +2 trait bonus on Heal

checks and Heal is always a class skill for you.

53
T RA I T S
Wealth Bonus: +4 to one Profession skill. INV ES T IGA T IV E

DR IF T ER There are a number of jobs that fit within this

occupation, including investigative reporters,

Drifters are aimless wanderers who move


photojournalists, private investigators, police

between cities and countryside, working odd jobs


detectives, criminologists, criminal profilers,

until boredom or fate leads them elsewhere.


espionage agents and others who use their skills

Along the way, they learn strange customs and


to gather evidence and analyze clues.

pick up interesting and diverse skills.


Class Skills: You gain a +1 trait bonus on

Class Skills: You gain a +1 trait bonus on Craft


Perception checks and Perception is always a

(any) and Survival checks and Craft (any) and


class skill for you.

Survival is always a class skill for you.


Wealth Bonus: +2 to one Profession skill.

Wealth Bonus: +2 to one Profession skill.

LA W ENF OR C E M EN T

EM E R G E NC Y S ERV IC ES

Law enforcement personnel include uniformed

Tactical Rescue, Firefighters, EMT, Hazardous


police, state troopers, federal police, federal

Material handlers fall under this category.


agents, SWAT team members and military police.

Class Skills: You gain a +1 trait bonus on Heal


Class Skills: You gain a +1 trait bonus on Sense

checks and Heal is always a class skill for you.


Motive checks and Sense Motive is always a class

Wealth Bonus: +2 to one Profession skill.


skill for you.

Fame Bonus: +4 to one Faction.


Wealth Bonus: +1 to one Profession skill.

E NTR E PR ENEUR
MED IC

These small to large business owners have a


A medic can be an EMT, Hospital Corpsman, or

knack for putting together business plans,


another medical first responder.

gathering resources and getting a new venture


Class Skills: You gain a +1 trait bonus on Heal

off the ground.


checks and Heal is always a class skill for you.

Class Skills: You gain a +1 trait bonus on


Wealth Bonus: +3 to one Profession skill.

Knowledge (business) checks and Knowledge


Fame Bonus: +3 to one Faction.

(business) is always a class skill for you.

Wealth Bonus: +4 to any Profession skill.


M ILIT ARY

Fame Bonus: +2 to one Faction.

Military covers any of the branches of the armed

H E IR
forces, including Army, Navy, Air Force and

Marines.

Heirs are the elite sons and daughters of


Class Skills: You gain a +1 trait bonus on

powerful magnates, influential nobles and


Knowledge (tactics) checks and Knowledge

imperial monarchs.
(tactics) is always a class skill for you.

Class Skills: You gain a +1 trait bonus on


Wealth Bonus: +1 to one Profession skill.

Diplomacy checks and Diplomacy is always a

class skill for you.

Wealth Bonus: +6 to one Profession skill.

Fame Bonus: +1 to one Faction.

54
T RA I T S
OU TCA ST most treacherous places and their playgrounds

are abandoned gutted buildings.

Outcast is not so much an occupation as a forced Class Skills: You gain a +1 trait bonus on

way of life. Persecuted and exiled for being Disable Device checks and Disable Device is

different, outcasts are lone pariahs or shunned always a class skill for you.

members of a culture whose customs or Wealth Bonus: +2 to one Profession skill.

characteristics society finds deviant or abhorrent.


Outcasts lurk on the fringes of civilization. STU DEN T

Class Skills: You gain a +1 trait bonus on


Stealth checks and Stealth is always a class skill A student can be in high school, college, or

for you. graduate school. He or he could be in a seminary,

Wealth Bonus: +1 to one Profession skill. a military school, or a private institution. A

college-age student should also pick a major field

RE L IG IOU S of study.

Class Skills: You gain a +1 trait bonus on

Ordained clergy of all persuasions, as well as Knowledge (any) checks and Knowledge (any) is

theological scholars and experts on religious always a class skill for you.

studies fall within the scope of this starting Wealth Bonus: +1 to one Profession skill.

occupation. Fame Bonus: +3 to one Faction

Class Skills: You gain a +1 trait bonus on


Knowledge (religion) checks and Knowledge TEC HN IC IA N

(religion) is always a class skill for you.


Wealth Bonus: +2 to one Profession skill. Scientists and engineers of all types fit within the

scope of this starting occupation.

RUR A L Class Skills: You gain a +1 trait bonus on Craft

(any) checks and Craft (any) is always a class

Farm workers, hunters and others who make a skill for you.

living in rural communities fall under this Wealth Bonus: +3 to one Profession skill.

category.
Class Skills: You gain a +1 trait bonus on WHIT E C O L LA R

Handle Animal and Survival checks and Handle


Animal and Survival is always a class skill for Office workers, desk jockeys, lawyers,

you. accountants, insurance agents, bank personnel,

Wealth Bonus: +1 to one Profession skill. financial advisors, tax preparers, clerks, sales

personnel, real estate agents and a variety of

SCAV E NGER mid-level managers fall within the scope of this

starting occupation.

Scavengers turn society’s wreckage and


discarded trash into useful tools or items for Class Skills: You gain a +1 trait bonus on

trade and if they’re lucky, their endeavors might Diplomacy checks and Diplomacy is always a

even yield one or two objects of special value. class skill for you.

They effortlessly navigate and strip clean the Wealth Bonus: +3 to one Profession skill.

Fame Bonus: +3 to one Faction.

55
FEATS

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FE A T S
Feat Prerequisite Benefit
Brawl - +1 CMB & CMD; 1d6 non-lethal dmg/unarmed
strike
Builder - +2 bonus on all Craft skill checks and make checks
untrained
Business Savvy - +2 on Knowledge: Business & Knowledge: Civics
Cautious - +2 Craft (Explosives) & Disable Device
Computer Backdoor Know (technology) 1 rank Install a hidden computer code
Computer Charm Know (technology) 1 rank Add Knowledge (technology) to Charisma Checks
Computer Code Know (technology) 1 rank Read and write computer code
Monkey
Computer False Trail Know (technology) 1 rank Implement a computer false trail
Computer Stealth Know (technology) 1 rank Hide from computer security
Confident - +2 on all Intimidate and Prof: Gamble
Creative - ++2 bonus on all Perform skill checks and make
checks untrained
Critical Brawl Brawl Unarmed strike improves to 19-20
Drive-By Attack Profession-Driver, Pilot, or No vehicle speed penalty when attacking in a
Sailor moving vehicle
Educated - +2 bonus on two Knowledge skill checks
Elusive Target Dex 13+ required +2 dodge bonus to AC against ranged attacks.
Fleet of Foot Run You can turn corners without losing momentum.
Focused - +2 bonus on all Appraise and Perception checks
Force Stop Profession: Driver 2 ranks Force another vehicle to a stop
Gear Head - +2 bonus on Craft: Electronic & Mechanical
Guide - +2 bonus on all Know: Geography & Knowledge:
Nature
Improved Brawl Brawl +2 CMB; 1d8 non-lethal damage with unarmed
strike.
Improved Critical Critical Brawl Unarmed critical strikes deal extra damage
Brawl
Improved Knockout Knockout Punch Non-lethal unarmed strike critical does triple
Punch damage
Knockout Punch Brawl Non-lethal damage unarmed strike is automatic
critical
Medical Expert - +2 bonus on all Craft (pharmaceutical) and Heal
checks
Nimble - +2 bonus on all Escape Artist and Sleight of Hand
Street Fighting Brawl +1d4 damage 1 per round with unarmed att or Lt
wpn
Studious - +2 bonus on all Linguistics and Perception checks
Surgery Heal 2 ranks Use the Heal skill to perform surgery
Talented Modern Hero Class Only You gain a Talent from the Modern Hero Class
Tracker - +2 bonus to Perception and Survival skill
Trustworthy - +2 bonus on all Diplomacy checks and Bluff
checks
Unbalance Opponent Brawl Opponent doesn't get to add Strength modifier to
hit
Vehicle Dodge Profession Driver, Pilot, or +2 dodge to Defense against attacks from a
Sailor vehicle
Vehicle Expert - Add Dex modifier to Prof: Driver, Pilot and Sailor
Vehicle Specialization Dex 12 +3 bonus on Profession: Driver, Pilot or Sailor
checks

57
FE A T S
BRAW L
Writing and installing the program requires a
Knowledge (technology) check (see chart below)
The character knows how to fight unarmed,
but once successfully installed it automatically
dealing greater damage with his hands and feet.
defeats that system's security upon return trips.
Benefit: You gain a +1 bonus on your CMB and

CMD. Unarmed attack nonlethal damage


Level of Security DC
increases to 1d6 + Strength modifier.
Minimum 25
Normal: Unarmed attacks normally deal
Average 30
nonlethal damage equal to 1d3 + Strength
Exceptional 40
modifier.
Maximum 45

BU ILD ER
It is important to keep backdoors hidden from
the system administrator, who is always on the
The character can create useful items and
lookout for such invasions. A backdoor
structures with the right tools.
automatically allows the character entrance to a
Benefit: You gain a +2 bonus on all Craft skill
particular system, but every time he uses it he
checks and can make checks with those skills
must make an opposed Knowledge (technology)
untrained.
check against the administrator. Failure means
the backdoor is discovered and will be deleted
BUS IN ESS SAV VY
before the next time the character returns.

The character knows his way around the office,


System Admin Attitude Know (tech) Modifier
boardroom and sales floor of the business world.
Lazy/Overconfident -4
Benefit: You gain a +2 bonus to Knowledge
Indifferent -2
(civics) and Knowledge (business)
Competent 0
If you have 10 or more ranks in one of these
Proactive +2
skills, the bonus increases to +4 for that skill.
Aggressive +4

CAU T IOUS
COMP UT ER C HA RM

The character understands that delicate devices


Prerequisite: Knowledge (technology) 1 rank
require a patient touch.
Benefit: Add Knowledge (technology) to
Benefit: You gain a +2 bonus on Craft
Charisma checks.
(explosives) and Disable Device
When attempting to use a Charisma based skill
If you have 10 or more ranks in one of these
such a Bluff, Intimidate, or Diplomacy in an
skills, the bonus increases to +4 for that skill.
online situation, the character adds his
Knowledge (technology) skill ranks as a bonus.
CO MP U T ER BA CKD O O R

COMP UT ER C OD E MONK EY
Prerequisite: Knowledge (technology) 1 rank.

Benefit: Install a hidden computer code.


Prerequisite: Knowledge (technology) 1 rank
After successfully breaking into a specific
Benefit: Read and write computer code.
computer system, the character can install a
The character can understand both the nature of
“backdoor,” a piece of code making it easier to
raw computer code and what the program is
break into that particular system in the future.
intended to accomplish when implemented.

58
FE A T S
On a successful Knowledge (technology) check
CR EAT IV E
(DC 10 + Knowledge (technology) skill modifier

of the code’s author) the character can determine


The character has an eye for art, an ear for music
both the function of the program and any bugs or
and a gift to entertain.
potential weak points in the design.
Benefit: You gain a +2 bonus on all Perform skill
If weak points are found, the character gains a
checks and can make checks with those skills
+2 insight bonus on Knowledge (technology)
untrained.
checks attempting to degrade the program

CR IT IC AL BR AWL
CO MP U T ER FA LS E TR A IL

The character’s unarmed strikes have a higher


Prerequisite: Knowledge (technology) 1 rank.
threat range.

Benefit: Implement a computer false trail.


Prerequisite: Brawl

When covering his electronically tracks through


Benefit: The character's threat range on an

the internet, the character can lay in a false trail.


unarmed strike improves to 19-20.

With a successful Knowledge (technology) DC 25


Normal: A character without this feat threatens

check, the character imposes a –5 penalty on any


a critical hit with an unarmed strike only on a 20.

attempt to trace him (as described in the Defend

Security function of the Knowledge (technology)


DR IV E -BY A TTA CK

skill.

If the trace fails by 10 or more points, the tracker


While operating a vehicle, you can move, strike

follows the character’s false trail to an innocent at a foe and then continue moving.

internet address. If the trace fails by less than 10


Prerequisite: 1 rank in Profession (driver, pilot,

points, the tracker immediately realizes the trail


or sailor)

is bogus and can make a new check.


Benefit: If the character is the operator of the

vehicle, he or he can take a standard action at

CO MP U T ER S T EAL T H
any point along the vehicle's movement.

Prerequisite: Knowledge (technology) 1 rank.


ED UCA T ED

Benefit: Hide from computer security.

When the character attempts to defeat computer


The character has received schooling on a variety

security, the administrator is alerted only if the


of subjects.

character fails his Knowledge (technology) check


Benefit: You gain a +2 bonus on all Knowledge

by 10 or more.
skill checks and can make checks with those

skills untrained.

CO NF IDEN T

ELUS IV E TAR GET


The character excels at Intimidation and

Gambling.
+4 dodge bonus to AC against ranged attacks.

Benefit: You gain a +2 bonus on Intimidate and


Prerequisite: Dex 13+ required

Profession (gambler)
Benefit: You gain a +4 dodge bonus to AC

If you have 10 or more ranks in one of these against ranged attacks.

skills, the bonus increases to +4 for that skill.

59
FE A T S
FL E ET OF FOOT GEAR H EAD

The character can turn corners without losing The character excels at working on electronic &

momentum. mechanical items.

Prerequisite: Run Benefit: You gain a +2 bonus on Craft

Benefit: When running or charging, you can (electronic & mechanical).

make a single direction change of 90° or less. If you have 10 or more ranks in one of these

Normal: Without this feat, you can run or charge skills, the bonus increases to +4 for that skill.

only in a straight line.


GU ID E
FOC U S ED
The character knows the lay of the land.

The character is very perceptive and examines


Benefit: You gain +2 bonus on Knowledge

things closely.
(geography & nature)

Benefit: You gain +2 bonus on Appraise and


If you have 10 or more ranks in one of these

Perception.
skills, the bonus increases to +4 for that skill.

If you have 10 or more ranks in one of these

skills, the bonus increases to +4 for that skill.


IMP RO V ED BRA W L

FOR C E S TOP
The character knows how to fight unarmed,

dealing greater damage with his hands and feet.

When operating a vehicle, the character can force


Prerequisite: Brawl

another vehicle to a stop.


Benefit: You gain a +2 bonus on your CMB and

Prerequisite: 2 ranks in Profession (driver).


the character deals nonlethal damage equal to

Benefit: When the character attempts a


1d8 + the character's Strength modifier.

sideswipe stunt with a land based vehicle, you


Normal: Unarmed attacks normally deal

can force the other vehicle to a stop by nudging


nonlethal damage equal to 1d3 + Strength

it into a controlled sideways skid. In addition to


modifier.

the normal requirements for attempting a

sideswipe stunt, the character must have


IMP RO V ED CR ITICA L BR AWL

sufficient movement remaining to move a

number of squares equal to the character's turn


The character’s unarmed critical strikes deal
number.
extra damage.
After succeeding on the check to attempt the
Prerequisite: Critical Brawl
sideswipe, the character makes a Profession
Benefit: When the character scores a critical hit
(driver) check opposed by the other driver. If the
on an opponent with an unarmed strike, the
character succeeds, turn the other vehicle 90
character deals triple damage.
degrees across the front of the characters, so
Normal: An unarmed strike critical hit deals
that they form a tee.
double damage
Move them forward a distance equal to the

character's Profession (driver) total ranks. The


KNOCK OU T PUN C H
vehicles end their movement at that location, at

stationary speed and take their normal sideswipe


The character can deliver a non-lethal, unarmed
damage.
strike that does some serious damage.
Prerequisite: Brawl

60
FE A T S
Benefit: When making the character's first If you have 10 or more ranks in one of these
unarmed attack, treat a successful attack as a skills, the bonus increases to +4 for that skill.
critical hit. This damage is nonlethal damage.
Special: Even if the character has the ability to SUR GE RY
treat unarmed damage as lethal damage, the
damage from a knockout punch is always Use the Heal skill to perform surgery.
nonlethal. Prerequisite: 2 ranks in the skill Heal
Benefit: With a healer’s kit, a character can
ME D ICA L EX P ER T conduct surgery with a successful Heal skill
check.
The character has been trained in the areas of
pharmaceuticals and the medical care of others. Surgery requires 1d4 hours; if the patient is at
Benefit: You gain a +2 bonus on Craft negative hit points, add an additional hour for
(pharmaceutical) and Heal every point below 0 the patient has fallen.
If you have 10 or more ranks in one of these The DC is 10 + 1 per 1d6 of healing.
skills, the bonus increases to +4 for that skill.
Surgery can only be used successfully on a
N IM BL E character once in a 24-hour period.

The character is adept at slipping through bonds A character who undergoes surgery is fatigued
and hiding things in plain sight. for 24 hours, minus 2 hours for every point
Benefit: You gain a +2 bonus on Escape Artist above the DC the surgeon achieves. The period
and Sleight of Hand of fatigue can never be reduced below 6 hours in
If you have 10 or more ranks in one of these this fashion.
skills, the bonus increases to +4 for that skill.
If the skill check fails by 5 or more the patient
STR E E T F IGHT IN G will fall under the condition “Bleed”.

The character has picked up a few dirty tricks TAL EN T ED


along the way that make hits hurt just a little
more. You gain a Talent from the Modern Hero Class.

Prerequisite: Brawl Prerequisite: Modern Hero Class Only

Benefit: Once per round, if the character makes Benefit: You gain a Talent from the Modern Hero

a successful melee attack with an unarmed strike Class.

or a light weapon, the character deals an extra


1d4 points of damage. TRACK E R

STU D IOUS +2 bonus to the Perception and Survival skill.


Benefit: You gain a +2 bonus to Perception and
The character has spent many hours studying Survival
academia and is quick to pick up new If you have 10 or more ranks in one of these
information. skills, the bonus increases to +4 for that skill.
Benefit: You gain a +2 bonus on Linguistics and
Perception.

61
DI
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DI F F I C U L T I E S
ABS EN T-M IN D ED fails, the hero acts as if under the influence of the
rage and confusion spells for the same number of
Penalty: The hero takes a -2 penalty on rounds equal to the difference in the failed check.
Intelligence based ability and skill checks.
BAD L UCK
ADD IC TION
Penalty: The hero suffers a -1 to all saving
Penalty: If the dependent item is unavailable, throws.
the hero must make a Willpower save every hour
at a DC 10 +1 (per hour) without the dependent BLIND
item, or become panicked (see conditions).
The hero also loses ¼ his starting wealth due to Penalty: The hero suffers the effects of the
cost of the Addiction. Condition Blinded.

AL LE R GY BROK E

Penalty: Choose something the hero is allergic Penalty: The hero's starting wealth is decreased
to and treat it as a poison. by 3/4.
Type: Poison; Save: Fortitude DC 12
Onset: 1 minute; Frequency: 1/minute for 6 COMBA T PAR A LYS IS
minutes.
Penalty: The hero must make a Willpower save
Effect: 1d4 Con damage; Cure: 2 consecutive
(DC 10 + number of opponents) in order to enter
saves.
combat.
AMN ES IA
COWAR D
Penalty: The hero cannot remember his personal
Penalty: The hero suffers a -4 to his Intimidate
history. The afflicted hero cannot use any prior
skill. Anytime he is faced with danger, he must
contacts and takes a -4 penalty to all social skills.
make a Will save (fear effect) DC 10 + (the total
hit dice of the opponents). If the save fails, the
AM OR OUS
hero become Panicked (see conditions) and last a
Penalty: Heroes with this difficulty suffer a -4 to number of rounds equal to the total hit dice.
any mind affecting abilities from members of a
chosen gender. (Some characters are amorous to CRUD E
members of the opposite gender, others to
Penalty: The hero suffers a -2 penalty on
members of the same gender or both.)
Charisma based ability and skill checks.
AN G ER MA NA G EM E N T
CUR IOS IT Y
Penalty: The hero is aggressive and loses his
Penalty: The hero suffers a -4 to any mind
temper easily. He takes a -4 penalty on
affecting abilities. Anytime a failed check is made
Diplomacy skill checks. After any failed social
vs. a mind affecting ability, the character
skill, he must make a Willpower save DC 10 +
becomes fascinated (see conditions) in addition
(the difference in the failed check). If the save
to any other effects from the mind affecting

64
DI F F I C U L T I E S
ability. This will also double the duration of the INFA MY
original mind affecting ability with the addition of
the Fascinate condition. Penalty: The hero's Fame increases by +4, but
in a bad way.
DAR K S ECR ET Your Faction dislikes you and will not work with
you. Your Prestige Points cannot be used or
Penalty: The hero suffers from something spent.
detrimental in his past. Every time the hero gains
a level, he must make a Fame check (DC 10 + KLEP T OMA N IA C
Fame score). If the check fails the Dark Secret is
uncovered. Penalty: The hero just cannot seem to keep his
The GM must approve the conditions, effects and hands off other people's stuff. You must make a
cause of the Dark Secret. For examples, a good Willpower save (DC 10 + 1 per day of not
resource is a quick internet search for “dark stealing) each day. If the save fails, the hero
secret examples”. must steal something of value that day.

DE AF KLUT Z

Penalty: A deafened hero cannot perceive Penalty: The hero takes a -2 penalty on
anything with his auditory sense. The hero Dexterity based ability and skill checks.
automatically fails Perception checks based on
sound and takes a -4 penalty on Perception LAZ Y
checks.
Heroes with this difficulty have a BIG BOOK of
DUL L S ENSES EXCUSES, so they are not inclined to do anything
productive or contributory, at all.
Penalty: The hero suffers a -4 penalty to Penalty: The hero can only use 1 Hero Point
initiative checks. each day.

HU NT E D LIAR

Penalty: Heroes with this Difficulty have Penalty: The hero can't tell the truth about
someone (or something) after them, to do them anything. He takes a -1 penalty on Charisma
harm. Every time the hero gains a level, he must based abilities and skill checks and his Fame
make a Fame check (DC 10 + Fame) to see if decreases by 2.
hunter has found him.
LIGHT W E IG H T
IL L ITE R A TE
Penalty: The hero takes a -2 penalty on
Penalty: This unfortunate hero cannot read and Strength based ability and skill checks.
cannot use any ability that requires the ability to
read. LOW PA IN T H R ES HO L D

Penalty: The hero gains two less Hit Points per


level than normal (to a minimum of 1).

65
EQUI
PMENT

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between li
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E QU I P M E N T - A RM OR
ARM OR ARM OR TA BL E

Modern Armor is made to be used against Armor is described by a number of statistics, as


modern firearms. The GM can decide how to use shown on Table: Armor.
the armor’s defense value as an Armor Class Defense: The GM decides to use the value for an
bonus or as a Damage Reduction/Slashing. Armor Class or Damage Reduction/Slashing
If the Defense value is used for an Armor Class Fortification Bonus: Modern armor also
bonus, then this bonus applies to the character’s includes the special quality of Fortification.
touch AC against firearm attacks. When a critical hit is scored on the wearer, there
Regardless of how the value is used, the armor is a percent chance that the critical hit is negated
still retains the fortification bonus. and damage is rolled normally.
More information on armor as damage reduction Maximum Dex Bonus: This number is the
can be found in The Pathfinder Role Playing maximum Dexterity bonus to AC that this type of
Game: Ultimate Combat or armor allows.
http://www.d20pfsrd.com/gamemastering/varian Skill Penalty: This penalty applies to checks
t-rules involving any Dexterity based skill.
Speed: Medium and heavy armor slows a
character down.
Weight: This column gives the armor’s weight.
Cost: This is the purchase cost to acquire the
armor.

Armor Defense Fortification Maximum Dex Skill Speed Weight Cost


Bonus Bonus Penalty
Leather Jacket 1 - - 0 30 4 lb. $120
Sport Padding 2 - +6 0 30 15lbs $200
Light 2 +10% +7 0 30 2 lb. $275
Undercover
Shirt
Pull-up Pouch 2 +10% +6 -1 30 2 lb. $275
Vest
Undercover 3 +10% +5 -2 30 3 lb. $350
Vest
Concealable 4 +15% +4 -3 20 4 lb. $500
Vest
Light-Duty Vest 5 +15% +3 -4 20 8 lb. $650
Tactical Vest 6 +20% +2 -5 20 10 lb. $900
Special 7 +25% +1 -6 20 15 lb. $1,200
Response Vest
Forced Entry 9 +30% +0 -8 20 20 lb. $1,500
Unit

68
E QU I P M E N T - A RM OR
ARM OR TYP ES MEDIUM ARMOR
NO PROFICIENCY REQUIRED CONCEALABLE VEST
The following do not require a weapon proficiency Standard issue in many police forces, this vest
to use. provides maximum protection in a garment that
can be worn all day long under regular clothing.
LEATHER JACKET While it may go unnoticed by a quick glance, it
This armor is represented by heavy leather grants a +4 bonus on Perception checks to notice
jacket. the armor.

LIGHT-DUTY VEST
LIGHT ARMOR A lightweight tactical vest designed for extended
SPORT PADDING ARMOR use by riot police and forces on alert for potential
A number of other impromptu armors, such as attack, this armor sacrifices a degree of
football pads and a baseball catcher’s pads, offer protection for a modicum of comfort—at least
similar protection and game statistics. compared to other tactical body armors.

LIGHT UNDERCOVER SHIRT TACTICAL VEST


Designed for deep undercover work in which it’s The standard body armor for police tactical units,
critical that the wearer not appear to be armed or this vest provides full-torso protection in the
armored, this garment consists of a T-shirt with a toughest flexible protective materials available.
band of light protective material sewn in around
the lower torso.
HEAVY ARMOR
PULL-UP POUCH VEST FORCED ENTRY UNIT
This garment, consisting of a torso apron of light The most powerful protection available is built
protective material held up by a loop around the into this suit, which consists of a heavy torso
neck, can be stored in an innocuous fanny pack. jacket with ceramic plates over the chest and
Deploying the apron is a move action. back, neck and groin guards, arm protection and
a helmet. Heavy and cumbersome, this armor is
UNDERCOVER VEST
generally only donned by tactical officers heading
Covering a larger area of the torso, this vest into a dangerous assault.
provides better protection than the light
undercover shirt—but it’s also more easily SPECIAL RESPONSE VES T
noticed. It’s best used when the armor should Built like the tactical vest, but incorporating groin
remain unseen but the wearer doesn’t expect to and neck protection as well as a ceramic plate
face much scrutiny, granting a +2 bonus on over the chest, this armor provides additional
Perception checks to notice the armor. protection in battles against heavily armed
opponents.

69
E QU I P M E N T - W E A P ON S
W EAP O NS Loading a belt of linked ammunition is an
immediate action. Linking two belts together is a
swift action.
FIR EA R MS

Modern firearms are considered “Advanced KICK


Firearms” in regards to any rules involving
Many modern firearms have a powerful kick after
firearms. Firearms evolve with technology and at
being shot. This can interfere with your aim. If a
different tech levels will have adjustments to
firearm has a damage bonus that is greater than
their stats. For example; older firearms of the
your strength bonus, you subtract the difference
same type might have an increased damage dice,
from your attack roll.
but less critical threat and damage range.
If a firearm has a tripod, you subtract reduce this
penalty by [1] in the attack modifier.
CAPACITY If a firearm is mounted, you subtract reduce this
penalty by [2] in the attack modifier.
A firearm’s capacity is the number of shots it can
hold at one time. When making a full-attack
action, you may fire a firearm as many times in a MISFIRES
round as you have attacks, up to this limit,
All modern firearms misfire on a natural roll of 1
unless you can reload the weapon as a swift or
and that shot misses, even if you would have
free action while making a full-attack action.
otherwise hit the target. When a firearm misfires,
it gains the broken condition, suffering the
LOADING A FIREARM normal penalties and its misfire value increases
by 4.
You need at least one hand free to load one-
handed and two-handed firearms. In the case of
two-handed firearms, you hold the weapon in one RANGE AND PENETRATION
hand and load it with the other—you only need to
Advanced firearms resolve their attacks against
hold it in two hands to aim and shoot the firearm.
touch AC when the target is within the first five
The Rapid Reload feat reduces the time required
range increments, but this type of attack is not
to load one-handed and two-handed firearms.
considered a touch attack for the purposes of
Loading any firearm provokes attacks of
feats such as Deadly Aim. At higher range
opportunity.
increments, the attack resolves normally,
Advanced firearms that are chamber (Cylinder or
including taking the normal cumulative –2
Internal) loaded use a move action to load a one-
penalty for each full-range increment. Advanced
handed or a two-handed advanced firearm to its
firearms have a maximum range of 10 range
full capacity.
increments.
Reloading a firearm with an already filled box
Credit: For more information on firearms can be
magazine or speed loader is a swift action.
found in The Pathfinder Role Playing Game:
These reloading actions are move actions:
Ultimate Combat and Super Genius Games:
refilling a box magazine or speed-loader,
Anachronistic Adventurers: The Enforcer.
reloading a revolver without a speed-loader, or
reloading any internal magazine.

70
E QU I P M E N T - W E A P ON S
FIR EA R M A MM UN IT IO N Handguns can be broken down into three smaller
groups: autoloaders, revolvers and machine
Ammunition for firearms and other ranged pistols.
weapons is covered below. Autoloaders (sometimes called “automatics”)
Ammunition Type Cost Damage feature removable box magazines and some
(Quantity) Modifier models hold quite a lot of ammunition.
5.56mm (20) $7.50 +0
Revolvers are relatively simple firearms that
7.62mm (20) $7.50 +1
7.62mmR (20) $7.50 +1 store several rounds (usually six) in a revolving
.444 caliber (20) $15 +2 cylinder
.50 caliber (20) $15 +3 Machine pistols are automatic weapons small
9mm (50) $10 +2 enough to be fired with one hand.
10mm (50) $10 +3 Handguns can be broken down into two smaller
.22 caliber (50) $7.50 +0 groups - revolvers and autoloaders.
.32 caliber (50) $20 +0
Revolvers are relatively simple firearms that
.38 special (50) $20 +1
.357 caliber (50) $20 +1 store several rounds (usually six) in a revolving
.44 caliber (50) $20 +2 cylinder
.45 caliber (50) $20 +2 Autoloaders (frequently called “automatics”)
.50AE caliber (50) $20 +3 feature removable box magazines and some
10-gauge buckshot (10) $20 +3 models hold quite a lot of ammunition. While
12-gauge buckshot (10) $20 +2
most autoloaders are semi-automatic, firing one
round for each pull of the trigger, some specialty
PURCHASE NOTES models exist which are capable of Auto fire.
These are referred to as Machine Pistols
5.56mm, 7.62mm, 7.62mmR, .444, .50
These calibers of ammunition are generally used
in rifles, assault rifles, or machine guns and are LONGARMS
sold in boxes of 20 rounds each.
Longarms are personal firearms that require two
9mm, 10mm, .22, .32, .38 S, .357, .44, .45,
hands to be fired without penalty. If fired with
.50AE
only one hand, there is a -4 to attack. This group
These calibers are generally used in pistols or
includes hunting and sniping rifles, assault rifles
submachine guns and are sold in boxes of 50
and most submachine guns.
rounds each.
10-gauge Buckshot, 12-gauge Buckshot
Shotgun shells are sold in boxes of ten. MACHINE GUNS

Machine guns are belt-fed weapons that typically


SPECIAL AMMUNITION fire rifle cartridges or light cannon rounds.
Lighter guns are frequently carried by
A special, Magnum, or AE ammunition round will
dismounted troops and fired from a bipod or
increase the critical threat range by one.
occasionally a tripod, while heavier machine guns
are found on either a tripod or a vehicle mount.
FIR EA R M TY P ES Most are only capable of auto fire, with a few
examples (such as the German MG-34, MG­
HANDGUNS 42and MG-3) being capable of single-shot firing.

71
E QU I P M E N T - W E A P ON S
SHOTGUNS addition, targets are unable to use any

concealment abilities.

Shotguns are large-bore weapons that have the Machine guns only have auto fire settings and

Scatter Weapon Quality, see The Pathfinder Role can’t normally fire single shots. These weapons

Playing Game: Ultimate Combat or can fire as cone (60’) attack, each with a -4 to

http://www.d20pfsrd.com/equipment--­ hit.

final/firearms If there is only one target aimed at, as a full

If a slug is used to attack then increase the round action on a successful attack, the first

critical hit modifier to x4. Slugs can only target round will hit and for every 5 points above the

one individual. targets Armor Class the character gains an

If pellets are used, the shot gun fires in a cone additional hit.

(15’). All individuals within the cone are targets Note: A critical hit or sneak attack damage is

and each must be rolled separately, with a only applied to the first bullet-strike, regardless

modifier of -2. In addition, targets are unable to of how many rounds end up hitting the target.

use any concealment abilities. This will affect all More information on firearms can be found in The

targets within the cone, each with a -2 to hit. Pathfinder Role Playing Game: Ultimate Combat

and for enhanced rules see; Super Genius

FIR EA R M RA T E O F F I R E Games: Anachronistic Adventurers: The Enforcer.

SINGLE SHOT RAN G ED W E A PONS T ABL E

This is a single shot per each attack granted by Ranged weapons are described by a number of

the PC's Base Attack Bonus. statistics, as shown on Table: Ranged Weapons.

Damage: The damage the weapon deals on a

successful hit.

SEMI-AUTOMATIC
Critical: The threat range for a critical hit.

This is a full-attack action, you can fire one Damage Type: Ranged weapon damage is

additional time this round. All of your attack rolls classified as Piercing.

take a –2 penalty when using semi-automatic. Range: Modern firearm attacks are against the

target’s touch AC for the first 5 range increments

and have a full 10 range increments.

BURST FIRE
Rate of Fire: How many rounds the firearm fires

As a standard action, the character fires 3 – 10 per round.

rounds. On a successful attack, the first round Capacity: The weapon’s magazine capacity and
will hit and for every 5 points above the target's type are given in this column.

Armor Class, the character gains an additional Box: A box magazine is any type of magazine

hit. that can be removed and reloaded separately

from the weapon.

Cylinder: A revolver keeps its ammunition in a

AUTOMATIC FIRE
cylinder.

Automatic is a full round action and a character Internal: Some weapons keep their ammunition

can fire in a cone (see below). All individuals in an internal space, which must be loaded by

within the cone (30’) are targets and each must hand.

be rolled separately, with a modifier of -4. In Belt Feed: Machine guns use linked ammunition.

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E QU I P M E N T - W E A P ON S
Size: A Small or smaller weapon is considered a Weight: This column gives the weapon’s weight

light weapon. A Medium-size or smaller weapon when fully loaded.

can be used one-handed or two-handed. A Large Cost: This is the purchase cost to acquire the

weapon requires two hands. A Huge weapon weapon.

requires two hands and a bipod or other mount.

NO PROFICIENCY REQUIRED - RANGED


Weapon Damage Critical Damage Range Rate of Cap Size Wt. Cost
Type Increment Fire
Pepper Special — Special 5 ft. 1 1 Tiny 0.5 $10

spray
int. lb.

Taser 1d4 Electricity 5 ft. 1 1 Small 2 lb. $50

int.

SIMPLE WEAPONS
Weapon Damage Critical Damage Range Rate Cap Size Wt. Cost
Type Increment
Benelli 121 M1 2d8+2 19-20 x2 P 40 ft. S 7 Large 8 $500
12-gague Shotgun int lb.
Beretta 92F 2d6+2 x4 P 40 ft. S 15 Small 3 $450
9mm Autoloader box lb.
Beretta M3P 2d8+2 19-20 x2 P 30 ft. S 5 Large 9 $650
12-gauge Shotgun box lb.
Browning BPS 2d10 +3 19-20 x2 P 30 ft. Single 5 Large 11 $700
10-gauge Shotgun int. lb.
Colt Double Eagle 10mm Autoloader 2d6+3 x4 P 30 ft. S 9 Small 3 $750
box lb.
Colt M1911 2d6+2 x4 P 30 ft. S 7 Small 3 $700
.45 Autoloader box lb.
Colt Python 2d6+1 x4 P 40 ft. S 6 Med 3 $700
.357 Revolver cyl. lb.
Compound Bow 2d8 X2 P 40 ft. 1 — Large 3 $150
lb.
Derringer .45 2d6+2 x4 P 10 ft. Single 2 Tiny 1 $500
int. lb.
Desert Eagle 2d8+3 x4 P 40 ft. S 8 Med 4 $1500
.50AE Autoloader box lb.
Glock 17 2d6+2 x4 P 30 ft. S 17 Small 2 $500
9mm Autoloader box lb.
Glock 20 2d6+3 x4 P 40 ft. S 15 Small 3 $600
10mm Autoloader box lb.
Mossberg 2d8+2 x2 P 30 ft. Single 6 Large 7 $350
12-gauge Shotgun int. lb.
Pathfinder 2d4 x4 P 20 ft. S 6 Tiny 1 $475
.22 Revolver cyl. lb.
Remington 700 7.62mm Hunting 2d10+1 x4 P 300 ft. Single 5 Large 8 $900
Rifle int. lb.
Ruger Service-Six .38S Revolver 2d6+1 x4 P 30 ft. S 6 Small 2 $500
cyl. lbs.
S&W M29 2d8+2 x4 P 30 ft. S 6 Med 3 $850
.44 Magnum Revolver cyl. lb.
Sawed-off 2d8+3 19-20 x2 P 10 ft. S 2 Med 4 $575
12-ga Shotgun int. lb.
SITES M9 2d6+2 x4 P 30 ft. S 8 Tiny 2 $500
9mm Autoloader box lb.
Walther PPK 2d4 x4 P 10 ft. S 7 Small 1 $500
.32 Autoloader box lb.
Winchester 94 2d10+1 x4 P 300 ft. Single 6 Large 7 $575
int. lb.

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E QU I P M E N T - W E A P ON S
MARTIAL RANGED WEAPO NS
Weapon Damage Critical Damage Range Rate of Cap Size Wt. Cost
Type Increment Fire
AKM/AK-47 2d8+1 19-20 P 70 ft. S, A 30 box Large 10 $575
7.62x39mm x4 lb.
Assault Rifle
Barrett Light Fifty 2d12+3 19-20 P 600 ft. S 11 box Huge 35 $8000
.50 Sniper Rifle x4 lb.
Beretta 93R 2d6+2 19-20 P 30 ft. S,A 20 box Med 3 lb. $825
9mm Machine Pistol x4
HK G3 2d10+1 19-20 P 300 ft. S, A 20 box Large 11 $925
7.62mm Assault x4 lb.
Rifle
HK MP5 9mm 2d6+2 19-20 P 50 ft. S,B, A 30 box Large 7 lb. $1000
x4
HK MP5K 2d6+2 19-20 P 40 ft. S, B,A 15 box Med 5 lb. $925
9mm Submachine x4
Gun
HK PSG1 2d10+1 19-20 P 300 ft. S 5 box Large 16 $9000
7.62mm Sniper Rifle x4 lb.
M16 2d8 19-20 P 100 ft. S, B or A 30 box Large 8 lb. $650
5.56mm Assault x4
Rifle
M4 Carbine 2d8 19-20 P 100 ft. S,,B,A 30 box Large 7 lb. $650
5.56mm Assault x4
Rifle
M-60 2d10+1 19-20 P 300 ft. A belt Huge 22 $15000
7.62 Machine Gun x4 feed lb.
MAC Ingram M10 2d6+2 19-20 P 40 ft. S, A 30 box Med 6 lb. $575
.45 Machine Pistol x4
Skorpion 2d4 19-20 P 40 ft. S, A 20 box Med 4 lb. $750
.32 Machine Pistol x4
Steyr AUG 2d8 19-20 P 150 ft. S,B, A 30 box Large 9 lb. $925
5.56mm Assault X4
Rifle
TEC-9 2d6+2 19-20 P 40 ft. S, A 32 box Med 4 lb. $475
9mm Machine Pistol x4
Uzi 2d6+2 19-20 P 40 ft. S, A 20 box Large 8 lb. $825

9mm Submachine
x4

Gun

EXOTIC RANGED WEAPONS


Weapon Damage Critical Damage Range Rate of Cap Size Wt. Cost
Type Increment Fire
Flamethrower 3d6 x4 Fire — 1 10 int. Large 50 $750
lb.
M2HB 2d12+3 19-20 P 200 ft. A belt Huge 75 $17500
Heavy Machine x4 feed lb.
Gun
M72A3 LAW 10d6 19-20 — 150 ft. 1 1 int. Large 5 lb. $575

Rocket Launcher
x4
M79 Varies — — 70 ft. 1 1 int. Large 7 lb. $475
Grenade Launcher

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E QU I P M E N T - W E A P ON S
W EAP O N D ESC R IP T IONS ammunition feeds from a box magazine—an
uncommon feature in a shotgun.

NO PROFICIENCY REQUIRED - RANGED


BROWNING BPS
Ranged weapons that are not firearms, there is
no proficiency feat required to use these This heavy shotgun fires the largest shotgun
weapons. round available, the 10-gauge hell.

PEPPER SPRAY COLT DOUBLE EAGLE

A chemical irritant that can temporarily blind a Based on the M1911 mechanism, this pistol is an
target, pepper spray comes in a single-shot updated civilian version that fires a 10mm round.
container. To use it, make a ranged touch attack
against the target. The target must make a COLT M1911
Fortitude saving throw (DC 15) or be blinded for
This .45 semiautomatic pistol was used by the
1d4 rounds. This has a max-range of 20 feet for
the small canisters and 50 feet for large United States military for decades.
canisters.
COLT PYTHON
TASER
The Python has a well-deserved reputation for
On a successful hit, the darts deal 1d4 points of accuracy. Due to its high quality of manufacture,
electrical damage and the target must make a the Colt Python is always considered a
mastercraft weapon. As such, it grants a +1
Fortitude saving throw (DC 15) or be paralyzed
for 1d6 rounds. bonus on attack rolls.

COMPOUND BOW
SIMPLE RANGED WEAPONS
Bow hunting remains a popular sport in North
BENELLI 121 M1 America. A character’s strength modifier applies
to damage rolls made when using this weapon.
The Benelli 121 M1 semiautomatic shotgun is
reliable, simple and sturdy.
DERRINGER

BERETTA 92F This pistol breaks open at the breech like a


double-barreled shotgun. The two-shot weapon
The standard service pistol of the United States
has one barrel atop the other and is barely 5
military
inches long, making it easy to conceal.
Derringers can also be found in any pistol caliber.
BERETTA M3P
DESERT EAGLE
Designed for police and security work, the M3P
can fire either single shots or on semiautomatic.
Manufactured by Israeli Military Industries, the
The 12-gauge shotgun M3P comes equipped with
Desert Eagle is the king of large-frame, heavy-
a tubular steel stock that folds over the top of the
caliber autoloaders. This version fires the
weapon to form a carrying handle and its

75
E QU I P M E N T - W E A P ON S
massive .50 Action Express round. The Desert RUGER SERVICE-SIX
Eagle also comes in .357 Magnum and .44
Magnum models. This revolver, designed specifically for police use,
fires the .38 Special rounds.
GLOCK 17
S&W M29
The Glock is typical of 9mm self-loading pistols
carried by many police officers and military The Smith & Wesson Model 29 .44 Magnum
personnel. Due to its high quality of manufacture, revolver fires one of the most powerful pistol
the Glock 17 is always considered a mastercraft cartridges in the world. The M29 is known for its
weapon. As such, it grants a +1 bonus on attack deafening sound, bright muzzle flash and
rolls. powerful recoil.

GLOCK 20 SAWED-OFF SHOTGUN

This slightly larger version of the Glock 17 is This is a 12-gauge, double-barreled shotgun with
chambered for the slightly more powerful 10mm the stock and barrels sawed short. All that’s left
round. of the stock is a pistol grip and the barrels are
Due to its high quality of manufacture, the Glock roughly 12 inches long. If this weapon is fully-
20 is always considered a mastercraft weapon. loaded, a character can fire both barrels at once.
As such, it grants a +1 bonus on attack rolls. The character receives a –2 penalty on the attack
but deals +1 to damage with a successful hit.
MOSSBERG Attacking this way uses both shotgun shells.

The Mossberg Model 500 ATP6C is a pump-action SITES M9 RESOLVER


shotgun designed for military and police work.
The compact SITES weapon is very narrow,
PATHFINDER making it easy to conceal.

The Pathfinder is a high-quality weapon used as a WALTHER PPK


concealed backup weapon by police officers or for
personal defense. The Pathfinder is typical of a The PPK is a small, simple and reliable autoloader
number of short-barreled (3 inches) small-caliber with a design that dates back to the 1930s. It
revolvers. remains in widespread service among European
police, military and government agencies.
REMINGTON 700
WINCHESTER 94
A bolt-action rifle with a reputation for accuracy,
the Remington 700 has been popular with The Winchester Model 94 Big Bore is a lever-
hunters and target shooters since its introduction action rifle typical of big-bore hunting rifles found
in the 1940s. around the world.

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E QU I P M E N T - W E A P ON S
MARTIAL RANGED WEAPONS different designs exist; described here is the

most basic model.

AKM/AK-47 Due to its high quality of manufacture, the MP5 is

always considered a mastercraft weapon. As

This assault rifle of the old Soviet Union is one of such, it grants a +1 bonus on attack rolls.

the most popular firearms in the world, having This weapon features a three-round burst setting.

found common use in scores of bush wars and


insurrections—on all sides of such conflicts. HK MP5K

The AKM is a slightly more modern version of the


AK-47, but functions essentially the same. A radically shortened version of the MP5, this

weapon is optimized to be concealable. The steps

BARRETT LIGHT FIFTY taken to reduce the weapon’s size and weight
negate the benefits of the parent weapon’s
The heavy but rugged Light Fifty is an incredibly extraordinary quality and as a result the MP5K is
powerful weapon for its size. Although it’s a not a mastercraft weapon.
sniper rifle, it fires a .50-caliber machine gun Although it comes with a 15-round magazine, the
round, a round much more powerful than any MP5K can also accept the same 30-round
other rifle ammunition. Note: Technically classed magazine as the MP5 (use of the larger magazine
as an “anti-material rifle” rather than a “sniper increases the weapon’s size to Large, though).
rifle,” thus the use of a machine gun round rather This weapon features a three-round burst setting.
than a standard rifle round.
HK PSG1
BERETTA 93R
This high-precision sniper rifle, based on the
This close relative of the Beretta 92F looks like a design of the HK G3, has a fully adjustable
large autoloader but can fire on automatic. It trigger and stock for individual users. The PSG1
sports a fold-down grip in front of the trigger comes with a standard scope.
guard, an extendable steel shoulder stock that is Due to its high quality of manufacture, the PSG1
attached to the butt of the pistol and an is always considered a mastercraft weapon. As
extended magazine. such, it grants a +1 bonus on attack rolls.
This weapon features a three-round burst setting.
M16A2
HK G3
Typical of the assault rifles used by militaries
The G3 fires the powerful 7.62mm cartridge, a around the world, the Colt M16A2 is the current
round used in many light machine guns but service rifle of the United States military and is
increasingly uncommon in assault rifles. At one common with other armies and in the civilian
time, over sixty of the world’s armies used this world.
rifle. The A3 has a three-round burst setting, with a
ROF: S, B.
HK MP5 The A4 does not have the three-round burst
setting, with a ROF: S, A
The Heckler & Koch MP5 family of weapons is
among the most recognizable in the world. Many

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E QU I P M E N T - W E A P ON S
M4 CARBINE TEC-9

This is a cut-down version of the Colt M16A2, The Intratec TEC-9 is an inexpensive machine
shortened by about a third by means of a pistol popular with Infiltrators because it can be
telescoping stock and a shorter barrel. modified with a Craft (mechanical) check DC 15
to fire on automatic. The pistol only works on
M-60 semiautomatic fire or, if modified, only on
automatic. Once modified to fire on automatic,
Introduced in the Vietnam War era, this medium the TEC-9 cannot be changed back to
machine gun is still in widespread use with the semiautomatic.
U.S. military and that of several other armies.
UZI
MAC INGRAM M10
Designed in the 1950s for the Israeli army, the
No longer in production, about 10,000 of these Uzi has become the most popular submachine
small submachine guns were made and supplied gun in the world. It features a collapsible stock,
to United States police forces, the U.S. Army, making it extremely compact.
Cuba and Peru. Light pressure on the trigger
produces single shots, while increased pressure
EXOTIC RANGED WEAPONS
brings automatic fire.
The M10 accepts a suppressor without
FLAMETHROWER
modification.
A flamethrower consists of a pressurized
SKORPION backpack containing fuel, connected to a tube
with a nozzle. It shoots a 5-foot-wide, 30-foot-
The CZ61 Skorpion is a Czech machine pistol
long line of flame that deals 3d6 points of fire
seen increasingly in the West since the collapse
damage to all individuals and objects in its path.
of the Soviet Union. Originally intended for No attack roll is necessary. Any individual caught
military vehicle crews who don’t have space for
in the line of flame can make a Reflex save (DC
an unwieldy longarms, it was widely distributed 15) to take half damage. Individuals with cover
to Communist countries and in central Africa and
get a bonus on their Reflex save.
can now be found anywhere in the world. A flamethrower’s backpack has hardness 5 and 5
hit points. When worn, the backpack has an AC
STEYR AUG equal to 9 + the wearer’s Dexterity modifier +
the wearer’s class bonus. A backpack reduced to
An unusual and exotic-looking weapon, the bull
0 hit points ruptures and explodes, dealing 6d6
pup AUG is the standard rifle of the Austrian and
points of fire damage to the wearer (no save
Australian armies. It’s completely ambidextrous
allowed) and 3d6 points of splash damage to
components make it equally convenient for left-
individuals and objects in adjacent 5-foot squares
and right-handed users. It features a built-in
(Reflex save, DC 15, for half damage).
optical sight gaining a +1 to attack rolls. This
Any individual or flammable object that takes
weapon features a three-round burst setting.
damage from a flamethrower catches on fire;
taking 1d6 points of fire damage each
subsequent round until the flames are
extinguished. A fire engulfing a single individual

78
E QU I P M E N T - W E A P ON S
or object can be doused or smothered as a full- using the M79 and throwing an explosive lie in
round action. Discharging a fire extinguisher is a the range of the weapon (which far exceeds the
move action and instantly smothers flames in a distance a hand grenade can be thrown) and the
10-foot-by-10-foot area. fact that the M79 requires a weapon proficiency
A flamethrower can shoot 10 times before the to operate without penalty.
fuel supply is depleted.
EXPLOSIVES
M2HB
These weapons explode or burst, dealing damage
This heavy-duty .50-caliber machine gun has to individuals or objects within an area.
been in service since World War II and remains a Explosives can be thrown or set off in place,
very common vehicle-mounted military weapon depending on the type of explosive device.
around the world. Dynamite and hand grenades are examples of
these weapons.
M72A3 LAW All explosives must be detonated. Some, such as
grenades, include built-in detonators. (Pulling the
The LAW (light antitank weapon) is a disposable, pin on a grenade is a free action.) Others require
one-shot rocket launcher. It comes as a short, timers or other devices to set them off.
telescoped fiberglass and aluminum tube. Before Detonators are covered in Weapon Accessories.
using the weapon, the firer must first arm and Explosives require no proficiency to use normally.
extend the tube, which is a move action.
When the LAW hits its target, it explodes like a THROWN EXPLOSIVES
grenade or other explosive, dealing its 10d6
points of damage to all individuals within a 10­ Make a ranged attack against an unoccupied grid
foot radius (Reflex save DC 18 for half damage). intersection (AC 5 plus range penalties.)
The LAW ignores up to 10 points of hardness if it Hit: Individuals in all adjacent squares are dealt
strikes a vehicle, building, or object. However, damage.
this only applies to the target struck, not to other Miss: First, roll 1d8 to determine the miss
objects within the burst radius. direction of the throw.
The M72 has a minimum range of 30 feet. If fired 1 - Falls short (straight line towards the
against a target closer than 30 feet away, it does thrower).
not arm and will not explode. 2 through 8 - Count around the target individual
or grid intersection in a clockwise direction.
M79 Then, count a number of squares in the indicated
direction equal to the number of range
This weapon is a single-shot grenade launcher. It increments thrown. The thrown object lands that
fires 40mm grenades (see under Grenades and number of spaces away from the target.
Explosives). These grenades look like huge Finally, the item deals damage to all individuals
rounds an inch and a half across; they can’t be in the square it lands in and in all adjacent
used as hand grenades and the M79 can’t shoot squares.
hand grenades.
Attacking with an M79 is identical to throwing an PLANTED EXPLOSIVES
explosive: you make a ranged attack against a
specific 5-foot square (instead of targeting a A planted explosive is set in place, with a timer
person or individual). The differences between or fuse determining when it goes off. No attack

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E QU I P M E N T - W E A P ON S
roll is necessary to plant an explosive; the
Critical: The threat range for a critical hit.
explosive sits where it is placed until it is moved
Reflex DC: Any individual caught within the
or goes off.
burst radius of an explosive may make a Reflex
When a planted explosive detonates, it deals its
save against the DC given in this column for half
damage to all targets within the burst radius of
damage.
the weapon. The targets may make Reflex saves
Range Increment: If the weapon can be
(DC varies according to the explosive type) for
thrown, its range increment is shown in this
half damage.
column. Explosives with no range increment must
be set in place before being detonated.
EXPLOSIVES TABLE
Size: A Small or smaller weapon is considered a
light weapon. Medium-size or smaller weapon can
Damage: The damage dealt by the weapon.
be used one-handed or two-handed.
Burst Radius/Splash Damage: All individuals
Weight: This column gives the weapon’s weight.
or objects within the burst radius take damage
Cost: This is the purchase cost to acquire the
from the explosive.
weapon. This number reflects the base price and
Damage Type: Damage from explosives and
doesn’t include any modifier for purchasing the
splash weapons is classified according to type.
weapon on the black market.

Grenades and Explosives


Weapon Damage Critical Damage Burst Reflex Range Size Weight Cost
Type Radius DC Increment
40mm Fragmentation 6d6 19-20 Slashing 10 ft. 15 — Tiny 1 lb. $650
Grenade x4
C4/Semtex 4d6 19-20 Bludgeoning 10 ft. 18 — Small 1 lb. $300
x4
Det Cord 2d6 20x4 Fire See text 12 — Med 2 lb. $100
Dynamite 2d6 19-20 Bludgeoning 5 ft. 15 10 ft. Tiny 1 lb. $300
X4
Fragmentation Grenade 6d6 19-20 Slashing 20 ft. 15 10 ft. Tiny 1 lb. $575
X4
Molotov Cocktail 1d6 20 Fire 5 ft. 12 10 ft. Small 1 lb. $10
1d4Splash
Smoke Grenade See text — — See text — 10 ft. Small 2 lb. $50
Tear gas Grenade See text — — See text — 10 ft. Small 2 lb. $300
Thermite Grenade 8d6 19-20 Fire 5 ft. 12 10 ft. Small 2 lb. $850
X4
White Phosphorus 8d6 19-20 Fire 20 ft. 12 10 ft. Small 2 lb. $625
Grenade x4

GRENADES AND EXPLOSIVES This small explosive device must be fired from a
40mm grenade launcher, such as the M79. It
Many explosives require detonators, which are sprays shrapnel in all directions when it explodes.
described in Weapon Accessories. The cost given is for a box of 6 grenades.
Simple Weapon proficiency is required to use
grenades and explosives correctly. C4/SEMTEX
* The Molotov cocktail is an improvised weapon.
So-called “plastic” explosives resemble slabs of
40MM FRAGMENTATION GRENADE wax and can take various shapes. The
information on the table represents a 1-pound

80
E QU I P M E N T - W E A P ON S
block. Additional blocks can be wired together, stick). If the character succeeds on the check,
increasing the damage and burst radius; each the damage or the burst radius of the explosion
additional block increases the damage by +2d6 increases by 50% (the character’s choice).
and the burst radius by 2 feet and requires a Dynamite is sold in boxes of 12 sticks.
Craft (explosives) check (DC 15) to link them. To set off dynamite using a fuse, the fuse must
The cost given represents a package of 4 blocks. first be lit, requiring a move action (and a lighter
C4/Semtex requires a detonator to set off. or other source of flame). The amount of time
until the dynamite explodes depends on the
DET CORD length of the fuse—a fuse can be cut short
enough for the dynamite to detonate in the same
Det cord is an explosive in a ropelike form. round (allowing it to be used much like a
Technically, det cord doesn’t explode—but it grenade) or long enough to take several minutes
burns so fast (4,000 yards per second) that it to detonate. Cutting the fuse to the appropriate
might as well be exploding. Normally used to length requires a move action.
string multiple explosive charges together for
simultaneous detonation (allowing a single FRAGMENTATION GRENAD E
detonator to set them all off) det cord can also be
looped around a tree or post or other object to The most common military grenade, this is a
cut it neatly in half. small explosive device that sprays shrapnel in all
The information on the table represents a 50-foot directions when it explodes.
length. A length of det cord can be spread out to The cost given is for a box of 6 grenades.
pass through up to ten 5-foot squares. When this
is the case, it deals the indicated damage to all MOLOTOV COCKTAIL
individuals in each 5-foot square through which it
passes. A Molotov cocktail is a flask containing a
It can also be doubled up; for each additional 5 flammable liquid, plugged with a rag. A Molotov
feet of cord within a single 5-foot square, cocktail is easily made by hand with a Craft
increase the damage by +1d6. (explosives) DC 10 or Intelligence check DC 15.
Det cord requires a detonator to set it off. To use it, the rag must first be lit, requiring a
move action (and a lighter or other source of
DYNAMITE flame). The cocktail detonates in 2 rounds or on
impact with a solid object, whichever comes first.
Perhaps one of the most common and A target that takes a direct hit is dealt an
straightforward explosives, dynamite is very additional 1d6 points of fire damage in the
stable under normal conditions. A stick of following round and risks catching on fire.
dynamite requires a fuse or detonator to set it
off. Additional sticks can be set off at the same SMOKE GRENADE
time if they are within the burst radius of the first
stick, increasing the damage and burst radius of On the round when it is thrown, a smoke grenade
the explosion. Each additional stick increases the fills the four squares around it with smoke. On
damage by +1d6 (maximum 10d6) and the burst the following round, it fills all squares within 10
radius by 5 feet (maximum 20 feet). feet and on the third round it fills all squares
It’s possible to wire together several sticks of within 15 feet. The smoke obscures all sight,
dynamite for even greater explosive effect. Doing including the dark-vision ability granted by night
so requires a Craft (explosives) (DC 10 + 1 per vision goggles. Any individual within the area has

81
E QU I P M E N T - W E A P ON S
total concealment. It disperses after 10 rounds,
the burst radius. Any target that takes damage
though a moderate wind (11+ mph) disperses
from a White Phosphorus grenade is dealt an
the smoke in 4 rounds and a strong wind (21+
additional 2d6 points of fire damage in the
mph) disperses it in 1 round. Smoke grenades
following round and risks catching on fire.
are available in several colors, including white,
In addition, a WP grenade creates a cloud of
red, yellow, green and purple. As such, they can
smoke. Treat a white phosphorus grenade as a
be used as signal devices.
smoke grenade.
The cost given is for a box of 6 grenades.
The cost given is for a box of 6 grenades.

TEAR GAS GRENADE


MELEE W EA P ONS

On the round that it is thrown, a tear gas


Melee weapons are used in close combat and
grenade fills a 5-foot radius with a cloud of
they are generally among the simplest types of
irritant that causes eyes to fill with tears. On the
weapons.
following round, it fills a 10-foot radius and on

the third round it fills a 15-foot radius. It


MELEE W EA P ONS TA BL E
disperses after 10 rounds, though a moderate

wind (11+ mph) disperses the smoke in 4 rounds


Melee weapons are described by a number of
and a strong wind (21+ mph) disperses it in 1
statistics, as shown on Table: Melee Weapons.
round.
Damage: The damage the weapon deals on a
A character caught in a cloud of tear gas must
successful hit.
make a Fortitude save (DC 15) or be nauseated.
Critical: The threat range for a critical hit.
This effect lasts as long as the character is in the
Damage Type: Melee weapon damage is
cloud and for 1d6 rounds after he or he leaves
classified according to type: bludgeoning, energy,
the cloud. A gas mask renders the target immune
piercing and slashing.
to the effects. A wet cloth held over the eyes,
Range Increment: Melee weapons that are
nose and mouth provides a +2 bonus on the
designed to be thrown can be used to make
Fortitude save.
ranged attacks.
The cost given is for a box of 6 grenades.
Size: A Small or smaller weapon is considered a
light weapon. It can be used one-handed and, as
THERMITE GRENADE
a light weapon, is easier to use in a character’s
off hand.

Thermite does not technically explode. Instead, it


A Medium-size or smaller weapon can be used

creates intense heat meant to burn or melt


one-handed or two-handed.

through an object upon which the grenade is set.


A Large weapon requires two hands.

Military forces use thermite grenades to quickly


Weight: This column gives the weapon’s weight.

destroy key pieces of equipment.
Cost: This is the purchase cost to acquire the

The cost given is for a box of 6 grenades.


weapon.

WHITE PHOSPHORUS GRENADE

White phosphorus grenades use an explosive

charge to distribute burning phosphorus across

82
E QU I P M E N T - W E A P ON S
Simple Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Knife 1d4 19–20 Piercing 10 ft. Tiny 1 lb. $15
Metal Baton 1d6 19–20 Bludgeoning — Med 2 lb. $25
Improvised Melee Weapons
Chainsaw 3d6 18–20 x4 Slashing — Large 10 lb. $150
Cleaver 1d6 19–20 Slashing 10 ft. Small 2 lb. $10
Straight Razor 1d3 18–20 Slashing — Tiny 0.5 lb. $5
No Feat Required Melee Weapons
Pistol Whip 1d4 20 Bludgeoning — Small — —
Rifle Butt 1d6 20 Bludgeoning — Large — —
Stun Gun 1d3 20 Electricity — Tiny 1 lb. $40

SIMPLE MELEE WEAPONS STRAIGHT RAZOR

Generally inexpensive and light in weight, simple Favored by old-school organized crime
weapons get the job done nevertheless. “mechanics,” this item can still be found in some
barbershops and shaving kits.
KNIFE
NO PROFIENCY REQUIRED MELEE WEAPONS
This category of weapon includes hunting knives,
butterfly knives and switchblades.
PISTOL WHIP

METAL BATON Using a pistol as a melee weapon can deal


greater damage than attacking unarmed.
This weapon can be collapsed to reduce its size
and increase its conceal-ability. Extending or
RIFLE BUTT
collapsing the baton is a free action.
The butt of a rifle can be used as an impromptu
IMPROVISED MELEE WEAPONS club.

CHAIN SAW STUN GUN

Military and police units use powered saws to cut Although the name suggests a ranged weapon, a
through fences and open doors rapidly. stun gun requires physical contact to affect its
target. The stun gun deals 1d3 points of
CLEAVER electricity damage and the target must make a
Fortitude saving throw (DC 15) or be paralyzed
Heavy kitchen knives can be snatched up for use for 1d6 rounds.
as weapons in homes and restaurants.

83
E QU I P M E N T - P OI S O N S

POIS ON S

The symptoms of poisoning can range from headaches and vomiting, to a painful death. The statistics for
the poisons mentioned below are in their pure form, which is very hard to obtain from legal or black
market sources. The authenticity of poisons purchased on the black market is also very difficult to
determine.
Name Save Frequency Effect Cure Cost

Botulinum Fort DC 1 round 20 hp damage immediately then 1 con 3 $150,000


35 (25) damage/minute saves
Ricin Fort DC 1 round 10 hp damage immediately then 3 con 2 $35,000
30 (10) damage if fail saves saves
Anthrax Fort DC 1 round (8) 3 con damage 2 $35,000
28 saves
Sarin Fort DC 1 round (8) 3 con damage 2 save $20,000
26
Tetrodotoxin Fort DC 1 round (7) 3 con damage 1 save $15,000
25
Cyanide Fort DC 1 round (6) 3 con damage 1 save $3,500
25
Strychnine Fort DC 1 round (6) 2 con damage 1 save $2,000
22
Mercury Fort DC 1 round (6) 2 con damage 1 save $650
22
Amatoxin Fort DC 1 round (5) 2 con damage 1 save $1,200
20
Arsenic Fort DC 1 round (5) 1 con damage 1 save $900
18
Amatoxin Fort DC 1 round (4) 1 con damage 1 save $900
17
Coniine Fort DC 1 round (4) 1 con damage 1 save $650
15
Black Adder Fort DC 1 round (6) 1 con damage 1 save $500
Venom 13
Heroin Fort DC 1 round (4) 1 con damage 1 save $275
12
It is possible to distill or refine common household products (such as cleaners) plants or over-the-counter
and prescription drugs to extract poisonous content that can be administered by various different
methods. 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.
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 Craft DC Time to extract Frequency Effect Cure
10 15 1 hr. 1 round (3) 1 con damage 1 save
15 20 3 hr. 1 round (3) 1 con damage 1 save
20 25 6 hr. 1 round (3) 1 con damage 1 save
25 30 12 hr. 1 round (3) 1 con damage 1 save

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E QU I P M E N T - GE A R
GEAR
G EN E R AL EQU IPM E N T Modem: Broadband Tiny 1 lb. $10
This section covers the wide variety of general Modem: Cellular Tiny 1 lb. $50
gear available to characters of all sorts. Smart Phone Tiny 0.5 lb. $200
Satellite Phone Small 2 lb. $900
EQUIPMENT TABLES Printer Med 3 lb. $50
BAGS AND BOXES Scanner Med 3 lb. $50
Object Size Weight Cost Walkie-talkie: Basic Tiny 1 lb. $20
Walkie-talkie: Prof Tiny 1 lb. $50
Aluminum case 10 lb. Med 5 lb. $50 SURVEILLANCE GEAR
Aluminum case 40 lb. Large 10 lb. $190
Object Size Weight Cost
Aluminum case 75 lb. Large 15 lb. $250
Black Box Tiny 0.5 lb. $100
Briefcase Med 2 lb. $60 Caller ID Defeater Tiny 1 lb. $60
Contractor’s Field Bag Med 2 lb. $30 Cellular Interceptor Tiny 0.5 lb. $500
Day Pack Small 2 lb. $20 Lineman’s Buttset Tiny 1 lb. $30
Handbag Small 1 lb. $40 Metal Detector Small 2 lb. $30
Night Vision Goggles Small 3 lb. $400
Range Pack: Standard Small 2 lb. $30
Tap Detector Tiny 1 lb. $20
Range Pack: Med 3 lb. $50 Phone Line Tap Tiny 0.5 lb. $140
Oversized Phone Rcvr Tap Tiny 0.5 lb. $140
Patrol box Med 4 lb. $80 Telephone Line Tracer Med 5 lb. $35
CLOTHING PROFESSIONAL EQUIPMENT
Object Size Weight Cost Object Size Weight Cost
Business Med 3 lb. $100 Bolt Cutter Med 5 lb. $45
Casual Med 2 lb. $80 Demolitions Kit Med 5 lb. $200
Formal Med 3 lb. $150 Duct Tape Tiny 1 lb. $5
Fatigues Med 3 lb. $60 Electrical Tool Kit Huge 33 lb. $400
Uniform Med 2 lb. $90 Evidence Kit Med 8 lb. $400
Ghillie suit Med 5 lb. $125 Fake ID Fine — See
Fatigue Jacket Med 2 lb. $60 text
Outerwear Coat Med 2 lb. $45 Forgery Kit Small 3 lb. $400
Parka Med 3 lb. $75 Handcuffs: Steel Tiny 1 lb. $25
Photojournalist’s Vest Med 1 lb. $50 Handcuffs: Zip-tie Dim 0.5 lb. $25
Tool belt Small 2 lb. $25 Lock Release Gun Tiny 0.5 lb. $75
Windbreaker Med 1 lb. $30 Mechanical Tool Kit Huge 45 lb. $250
COMPUTERS AND CONSUM ER ELECTRONICS Multi Tiny 0.5 lb. $5
Object Size Weight Cost Purpose Tool
Camera, Digital Tiny 0.5 lb. $100 Pharmacist Kit Med 6 lb. $150
Camera, Film Tiny 1 lb. $100 Search-and-Rescue Med 7 lb. $350
Cell Phone Dim — $80 Kit
Computer: Desktop Large 10 lb. $300 Spike Strip Huge 22 lb. $450
Computer: Med 5 lb. $400
Notebook
Computer: Tablet Small 3 lbs. $500
Computer: Upgrade — — See
text
Digital Audio Tiny 1 lb. $25
Recorder
Digital Video Small 2lbs $85
Recorder

85

E QU I P M E N T - GE A R
SURVIVAL GEAR lock is not very secure (Disable Device DC 20;
Object Size Weight Cost break DC 10).
Binoculars: Standard Small 2 lb. $50
CONTRACTOR’S FIELD BAG
Binoculars: Small 3 lb. $150
Range-Finding A combination tool bag and notebook computer
Binoculars: Small 4 lb. $400 case, this has pockets for tools, pens, notepads
Electro-Optical and cell phones. It even has a clear plastic flap
Chemical Light Sticks Tiny 1 lb. $15 for maps or plans. Made of durable fabric, it
(5) holds 10 pounds worth of equipment and comes
Compass Dim 0.5 lb. $10
with a shoulder strap.
Fire Extinguisher Med 3 lb. $40

DAY PACK
Flash Goggles Tiny 2 lb. $20
Flashlight: Penlight Dim 0.5 lb. $5 This is a small backpack, the sort often used by
Flashlight: Standard Tiny 1 lb. $10 students to carry their books around, or by
Flashlight: Battery Small 2 lb. $30 outdoor enthusiasts on short hikes. It holds 8
Flood pounds of gear and fits comfortably over one or
Gas Mask Small 5 lb. $25
both shoulders.
GPS Receiver Tiny 1 lb. $150

HANDBAG
Map: Road Atlas Tiny 1 lb. $1
Map: Tactical Map Tiny 0.5 lb. $10 Handbags provide another way to carry 2 pounds
Mesh Vest Med 7 lb. $20 of equipment. The cost shown is for a basic bag;
high-fashion purses can increase the cost.
Portable Stove Tiny 1 lb. $25

WEAPON ACCESSORIES
RANGE PACK
Object Size Weight Cost This lightweight black bag has a spacious inner
Box magazine Tiny 0.5 lb. $5 compartment capable of holding roughly 8
Detonator, Blasting Tiny 0.5 lb. $20 pounds of gear and can hold an additional 4
Cap pounds in six zippered external compartments.
Detonator, Radio Tiny 0.5 lb. $40 The larger version holds 12 pounds of equipment
Controlled in the internal compartment and another 6
Detonator, Timed Tiny 0.5 lb. $30 pounds in the zippered external pouches. A range
Detonator, Wired Tiny 1 lb. $20 pack easily holds several pistols and a
Holster, Hip Tiny 1 lb. $35 submachine gun and the larger version can hold
Holster, Concealed Tiny 0.5 lb. $40 disassembled rifles.
Illuminator Tiny 0.5 lb. $85

Laser sight
Tiny 0.5 lb. $25 PATROL BOX

Scope, Standard Tiny 0.5 lb. $70


Originally developed for use by police officers,
Scope, Electro-Optical Small 3 lb. $110 this portable file cabinet has found favor with
Speed loader Tiny 0.5 lb. $25 traveling salespeople. This hard-sided briefcase
Suppressor, Pistol Tiny 1 lb. $250 takes up the passenger seat of an automobile
Suppressor, Rifle Small 4 lb. $400 and provides easy access to files, storage for a
BAGS AND BOXES laptop computer and a writing surface.
ALUMINUM TRAVEL CASE It holds 5 pounds worth of equipment and has an
A travel case is a reinforced metal box with foam average lock (Disable Device DC 25; break DC
inserts. Wing-style clamps keep it from opening 15).
accidentally.
CLOTHING
BRIEFCASE The items described here represent special
A briefcase can carry up to 5 pounds worth of clothing types or unusual outfits that a character
gear. A briefcase can be locked, but its cheap might need to purchase.

86
E QU I P M E N T - GE A R
Clothes have two effects on game mechanics: GHILLIE SUIT
one on Disguise checks and one on Sleight of The ultimate in camouflage, a ghillie suit is a
Hand checks. loose mesh over garment covered in strips of
First, clothing is part of a disguise. See the burlap in terrain-appropriate colors, to which
Disguise skill description for more on how other camouflaging elements can easily be
appropriate dress affects Disguise checks. added. A figure under a ghillie suit is nearly
Clothes also help to hide firearms, body armor impossible to discern.
and small objects. Tightly tailored clothing A character wearing a ghillie suit with appropriate
imposes a penalty on an attempt to conceal an coloration gains a +10 bonus on Stealth checks.
object; clothing purposely tailored to conceal However, the bulky suit imposes a penalty of –4
objects provides a bonus. on all Dexterity checks, Dexterity-based skill
checks (except Stealth) and melee attack rolls.
CLOTHING OUTFIT
An outfit of clothing represents everything a OUTERWEAR
character needs to dress a part: pants or skirt, In addition to keeping a character warm and dry,
shirt, undergarments, appropriate shoes or coats and jackets provide additional concealment
boots, socks or stockings and any necessary belt for things a character is carrying (they often
or suspenders. qualify as loose or bulky clothing; see Concealed
Weapons and Objects).
BUSINESS
A business outfit generally includes a jacket or FATIGUE JACKET
blazer and it tends to look sharp and well A lightweight outer garment fashioned after the
groomed without being overly formal. fatigue uniforms worn by military personnel when
performing their standard duties.
CASUAL
Casual clothes range from cut-off jeans and a T­ OUTERWEAR COAT
shirt to neatly pressed khakis and a hand-knit An outer garment worn on the upper body. Its
sweater. length and style vary according to fashion and
use.
FORMAL
From a little black dress to a fully appointed PARKA
tuxedo, formal clothes are appropriate for “black This winter coat grants the wearer a +2
tie” occasions. Special designer creations can equipment bonus on Fortitude saves made to
have a cost much higher than shown on the resist the effects of cold weather.
table.
PHOTOJOURNALIST’S VEST
FATIGUES Made of cotton with mesh panels to keep the
They’re rugged, comfortable and provide lots of wearer cool, the photojournalist’s vest has
pockets. They are also printed in numerous solid numerous obvious—and hidden—pockets.
colors and virtually infinite terrain-specific It counts as loose and bulky clothing when used
camouflage patterns. to conceal small or smaller weapons and also
When worn in an appropriate environment, grants the “specially modified to conceal object”
fatigues grant a +2 bonus on Stealth checks. bonus when used to conceal tiny or smaller
objects.
UNIFORM
From the cable guy to a senior Air Force officer, WINDBREAKER
people on the job tend to wear uniforms—making This is a lightweight jacket made of wind-
such clothing an essential part of some disguises, resistant material.
since a uniform inclines people to trust the
wearer.

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E QU I P M E N T - GE A R
TOOL BELT DESKTOP
This sturdy leather belt has numerous pockets Bulky but powerful, these machines are common
and loops for tools, nails, pencils and other on desks everywhere.
necessities for repair and construction work,
making it easy to keep about 10 pounds of items NOTEBOOK
on hand. The pockets are open and items can Slim, lightweight and portable, notebook
easily fall out if the belt is tipped. computers have most of the functions available
on desktop computers. These machines are self-
COMPUTERS AND CONSUM ER ELECTRONICS contained “however,” combining the processing
Rules for operating computers appear under the components with the monitor and minimal
Knowledge (technology) skill. Some of the items peripherals all into a single compact unit.
in this section have monthly subscription costs as
well as initial purchase costs. This accounts for TABLETS
both costs; once a character has obtained the The latest in portable computing, with interactive
item, there is no need to worry about ongoing touch screens that range from 4 inches to 10
subscription costs. inches. Tablets are entirely wireless and are
capable of concealment in much the same way as
CAMERA, DIGITAL handguns. Tablets are fast approaching the
A digital camera uses no film; instead, its computing speeds of desktops and notebooks.
pictures are stored to a computer as image files.
No film developing is necessary. A digital camera UPGRADE
is capable of taking a still picture, video and A character can upgrade a desktop, notebook,
audio files. tablet’s computer’s processor to provide a +1
equipment bonus on Knowledge (technology)
CAMERA, FILM checks. Increase the cost by $100 to purchase an
Hard to find, but still around. Film is still used in upgrade.
high-end professional work due to the ability to
enlarge film images better than digital images. DIGITAL AUDIO RECORDER
These tiny recorders can record up to 48 hours of
CELL PHONE audio and can be connected to a computer to
A digital communications device that comes in a download the digital recording. Digital audio
hand-held model or as a headset, a cell phone recorders can pick up sounds within 50 feet.
uses a battery that lasts for 72 hours before it
must be recharged. It works in any area covered DIGITAL VIDEO RECORDER
by cellular service. Digital video cameras record audio and video
activity in a digital format, much like digital
COMPUTER cameras record still images. This may be stored
Whether a desktop, notebook or tablet model, a on a memory-card, a DVD, or even directly to a
computer usually includes a keyboard or virtual computer hard-drive, depending on the camera
input interface, a mouse or touchpad, a monitor, model. Some are also capable of taking still
speakers, an optical drive or USB storage photos.
interface, a broadband or wireless modem and
the latest processor. The latest computers can MODEM
store large amounts of digital information, most A modem allows a character to connect a
often measured in gigabytes or even terabytes. A computer to the Internet. To use a modem, a
character needs a computer or smart-phone to character must have a computer and an
make complex Knowledge checks involving the appropriate data line (or a cell phone, in the case
Internet. of a cellular modem).

88
E QU I P M E N T - GE A R
BROADBAND PROFESSIONAL
Cable modems and DSL services bring high- This high-end civilian model allows a character to
speed Internet access into the homes of millions. program in twenty different frequencies from
A broadband modem gives a character on- thousands of choices—making it likely that the
demand, high-speed access to data, allowing character can find a frequency that’s not being
Knowledge (technology) checks involving the used by anyone else within range. The device can
Internet to be made in half the normal time. be used with or without a voice-activated headset
(included). It has a range of 15 miles.
CELLULAR Note: There are various options available. Some
A cellular modem allows a character to connect of these options include: various frequency bands
her notebook computer to the Internet anywhere (HF/VHF/UHF) licensed or unlicensed options,
he or he can use a cell phone. However, access antenna sizes, voice scramble and frequency-
speed is slow and any Knowledge (technology) hopping algorithm to minimize the chances of
check involving the Internet takes half again the anyone even knowing a radio is in operation.
normal time (multiply by 1.5).
SURVEILLANCE GEAR
PORTABLE SATELLITE TELEPHONE Keeping an eye on suspects or tracking the
This object looks much like a bulky cell phone moves of potential enemies is a crucial part of
and functions in much the same way as well. the modern adventurer’s job.
However, because it communicates directly via
satellite, it can be used anywhere on earth, even BLACK BOX
in remote areas well beyond the extent of cell This device, easily concealed in the palm of one
phone service. hand, emits digital tones that convince the phone
system to make a long-distance connection free
PRINTER of charge. They also let a user “bounce” a call
The color inkjet printer described here is suited through multiple switches, making the call harder
for creating hard copies of text and image files to trace.
from computers. The DC of any Knowledge (technology) check to
trace the call is increased by 5.
SCANNER
A color flatbed scanner allows the user to transfer CALLER ID DEFEATER
images and documents from hard copy onto a When a phone line contains a caller ID defeater,
computer in digital form. phones attempting to connect with that line show
up as “anonymous” or “unavailable” on a caller
SMART PHONE ID unit. Such a call can still be traced as normal,
A Smart Phone is a handy tool for storing data. however.
They can be linked to a notebook or desktop
computer to move files back and forth and can CELLULAR INTERCEPTOR
make a phone call. Different apps that can About the size of a small briefcase, a cellular
provide fun or serious uses can be downloaded. interceptor can detect and monitor a cell phone
conversation within a 5-mile area by listening in
WALKIE -TALKIE on the cellular service’s own transmitters.
This hand-held radio transceiver communicates Intercepting the calls of a particular cell phone
with any similar device operating on the same requires a Knowledge (technology) check (DC
frequency and within range. 25); if the user knows the phone number of the
phone in question, the DC drops by 10.
BASIC Obviously, the phone must be in use for someone
This dime-store variety has only a few channels. to intercept the call. A cellular interceptor cannot
Anyone else using a similar walkie-talkie within be used to intercept regular (ground line) phone
range can listen in on the character’s connections.
conversations. It has a range of 2 miles.

89
E QU I P M E N T - GE A R
LINEMAN’S BUTTSET LINE TAP
This device resembles an oversized telephone This tap can be attached to a phone line at any
handset with a numeric keypad on the back and point between a phone and the nearest junction
wire leads hanging from the bottom. It functions box (usually on the street nearby). Installing it
as a portable, reusable telephone line tap. requires a Craft: Electronic check (DC 15). It
With a Craft (electronic) DC 10, a user can broadcasts all conversations on the line over a
connect to a phone wire and hear any radio frequency that can be picked up by any
conversation that crosses it. A lineman's buttset professional walkie-talkie. Detecting a line tap by
is a common tool for telephone repair personnel. using a tap detector requires a Knowledge
(technology) check (DC 25).
METAL DETECTOR
This handheld device provides a +10 equipment RECEIVER TAP
bonus on all Perception checks involving metal This item can be easily slipped into a telephone
objects. handset with a Craft (electronic) DC 10. It
broadcasts all conversations over a radio
NIGHT VISION GOGGLES frequency that can be picked up by any
Night vision goggles use passive light gathering professional walkie-talkie. Detecting a receiver
to improve vision in near-dark conditions. They tap by using a tap detector requires a Knowledge
grant the user the ability to see in darkness, also (technology) check (DC 15).
called dark-vision (range 120 ft.)—but because of
TELEPHONE LINE TRACER
the restricted field of view and lack of depth
perception these goggles provide, they impose a Essentially a highly specialized computer, a line
–4 penalty on all Perception checks made by tracer hooked to a phone line can trace phone
someone wearing them. calls made to that line, even if there's a caller ID
Night vision goggles must have at least a little defeater hooked up at the other end. All it takes
light to operate. A cloudy night provides sufficient is time.
ambient light, but a pitch-black cave or a sealed Operating a line tracer is a full-round action
room doesn’t. For situations of total darkness, requiring a Knowledge (technology) check DC 15.
the goggles come with an infrared illuminator Success gains one digit of the target phone
that, when switched on, operates like a standard number, starting with the first number of the
flashlight whose light is visible only to the wearer area code. If a check fails then you are unable to
(or anyone else wearing night vision goggles). acquire the number and have to start from the
Note: Some NVGs have a flare filter built in so beginning of the number again.
that a bright normal light has no effect, some
PROFESSIONAL EQUIPMENT
temporarily shut down and some are ruined by it.
This category covers a wide variety of specialized
TAP DETECTOR equipment used by professionals in adventure-
Plug this into a telephone line between the phone related fields.
and the outlet and it helps detect if the line is
BOLT CUTTER
tapped. To detect a tap, make a Knowledge
(technology) check (the DC varies according to An exceptionally heavy wire cutter, a bolt cutter
the type of telephone tap used; see below). With can snip through padlocks or chain-link fences.
a success, the tap detector indicates that a tap is
CAR OPENING KIT
present. It does not indicate the type or location
of the tap however. Also, it can’t be used to This set of odd-shaped flat metal bars can be
detect a lineman’s buttset. slipped into the window seam of a car door to trip
the lock. The DC of a Disable Device check to
TELEPHONE TAP accomplish this varies with the quality of the
These devices allow a Character to listen to lock.
conversations over a particular phone line.

90
E QU I P M E N T - GE A R
DEMOLITIONS KIT HANDCUFFS
This kit contains everything needed to set Handcuffs are restraints designed to lock two
detonators, wire explosive devices and disarm limbs—normally the wrists—of a prisoner
explosive devices. Detonators must be purchased together. They fit any Medium-size or Small
separately. human or other individual that has an
This provides a +2 circumstance bonus on Craft appropriate body structure.
(explosives).
STEEL
DUCT TAPE These heavy-duty cuffs have hardness 10, 10 hit
Duct tape can support up to 200 pounds points, a break DC of 30 and require a Disable
indefinitely or up to 300 pounds for 1d6 rounds. Device check (DC 25) or Escape Artist check (DC
Characters bound with duct tape must make a 35) to remove without the key.
Strength or Escape Artist check (DC 20) to free
themselves. ZIP-TIE: (X25)
A roll provides 70 feet of tape, 2 inches wide. These are single-use disposable handcuffs, much
like heavy-duty cable ties. They have hardness 0,
ELECTRICAL TOOL KIT 4 hit points and a break DC of 25. They can only
This collection of hand tools and small parts be removed by cutting them off (Disable Device
typically includes a variety of pliers, drivers, and Escape Artist checks automatically fail).
cutting devices, fasteners, power tools and leads
and wires. LOCK RELEASE GUN
This provides a +2 circumstance bonus on Craft This small, pistol-like device automatically
(electronic) checks. disables cheap and average mechanical locks
operated by standard keys (no Disable Device
EVIDENCE KITS
check necessary).
Law enforcement agencies around the world use
generally the same tools to gather evidence.
MECHANICAL TOOL KIT
This provides a +2 circumstance bonus on
Knowledge checks under appropriate This collection of hand tools and small parts
circumstances. typically includes a variety of pliers, drivers,
cutting devices, fasteners and even power tools.
FAKE ID It provides a +2 circumstance bonus on Craft
Purchasing a falsified driver's license from a black (mechanical) or Craft (structural) checks.
market source can produce mixed results,
depending on the skill of the forger. MULTIPURPOSE TOOL
Typically, a forger has the Linguistics skill. When This device contains several different
a character purchases a fake ID, the GM secretly screwdrivers, a knife blade or two, can opener,
makes a Linguistics check for the forger, which bottle opener, file, short ruler, scissors, tweezers
serves as the DC for the opposed check when and wire cutters. The whole thing unfolds into a
someone inspects the fake ID. The cost of a fake handy pair of pliers.
ID is $100 + $10 per each rank in the forger's The tool is useful for certain tasks, as determined
Linguistics skill. by the GM, but may not be useful in all
situations.
FORGERY KIT
Note: This tool eliminates the penalty for using
This kit contains everything needed to use the Craft (electronics/mechanical/structural) without
Linguistics skill to prepare forged items. a tool kit, but will not give a bonus.
This provides a +2 circumstance bonus on
Linguistics skill.
PHARMACIST KIT
A portable pharmacy provides a +2 circumstance
bonus on Craft (pharmaceutical) skill.

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E QU I P M E N T - GE A R
SEARCH-AND-RESCUE KIT RANGE FINDING
This waist pack contains a first aid kit, a In addition to the benefit of standard binoculars,
compass, waterproof matches, a lightweight range finding binoculars include a digital readout
“space” blanket, a standard flashlight and 50 feet that indicates the exact distance to the object on
of durable nylon rope, two smoke grenades and which they are focused.
one signal flare.
SAR kit provides a +2 circumstance bonus on ELECTRO-OPTICAL
Survival skill. Electro-optical binoculars functions the same as
standard binoculars in normal light. In darkness,
SPIKE STRIP however, users looking through them see as if
This device is designed to help the police end car they had the dark-vision ability granted by night
chases. The strip comes rolled in a spool about vision goggles.
the size of a small suitcase. Deploy it by rolling it
CHEMICAL LIGHT STICK
across a roadway, where it lies like a flat,
segmented belt. (The user can roll it out onto the This disposable plastic stick, when activated,
road without entering the lane of traffic.) Until uses a chemical reaction to create light for 6
the strip is activated, the spikes do not protrude hours. It illuminates an area only 5 feet in radius.
and cars can pass safely over it. When the user Once activated, it can’t be turned off or reused.
activates it (via a control device attached to the The listed cost is for a pack of 5 sticks.
end of the strip by a 10-foot-long cord) the
COMPASS
spikes extend.
Each time a individual moves through a square A compass relies on the Earth’s magnetic field to
containing an activated spike strip at any rate determine the direction of magnetic north. A
greater than half speed, or each round an compass grants its user a +2 equipment bonus
individual spends fighting in such an area, the on Survival checks.
spike strip makes a touch attack roll (base attack
FIRE EXTINGUISHER
bonus +0). The strip deals 2 points of damage on
a successful hit and the injury reduces foot speed This portable apparatus uses a chemical spray to
to half normal (a successful Heal check, DC 15, extinguish small fires. The typical fire
or one day’s rest removes this penalty). extinguisher ejects enough extinguishing
Wheeled vehicles passing over the strip are chemicals to put out a fire in a 10-foot-by-10­
automatically hit—although vehicles equipped foot area as a move action. It contains enough
with puncture-resistant tires are not affected. material for two such uses.

SURVIVAL GEAR FLASH GOGGLES


Survival gear helps characters keep themselves These eye coverings provide total protection
alive in the great outdoors.
against blinding light.
This gear is in addition to the gear in the

FLASHLIGHT
Pathfinder Role Playing Game Core rules.
Flashlights come in a wide variety of sizes and
BINOCULARS quality levels. Those covered here are
Binoculars are useful for watching opponents, professional, heavy-duty models, rugged enough
wild game and sporting events from a long to withstand the rigors of modern adventuring.
distance. Flashlights negate penalties for darkness within
their illuminated areas.
STANDARD
Standard binoculars reduce the range penalty for PENLIGHT
Perception checks to –1 for every 50 feet This small flashlight can be carried on a key ring.
(instead of –1 for every 10 feet). It projects a beam of light 10 feet long and 5 feet
wide at its end.

92
E QU I P M E N T - GE A R
STANDARD with loops for attaching grenades, knives, or
This heavy metal flashlight projects a beam 30 tools. It can hold up to 40 pounds of equipment.
feet long and 15 feet across at its end. A mesh vest provides a +2 bonus to Strength for
the purpose of determining carrying capacity.
BATTERY FLOOD
Practically a handheld spotlight, this item PORTABLE STOVE
projects a bright beam 100 feet long and 50 feet This small stove works on kerosene or white
across at its end. gasoline and can easily be broken down and
carried for backpacking.
GAS MASK
This apparatus covers the face and connects to a
WEAPON ACCESSORIES
chemical air filter canister to protect the lungs
and eyes from toxic gases. It provides total As if modern weapons weren’t dangerous
protection from eye and lung irritants. The filter enough, a number of accessories can increase
canister lasts for 12 hours of use. Changing a their utility or efficiency.
filter is a move action. The cost for one extra
BOX MAGAZINE
filter canister is $50.
Note: A gas mask DOES NOT supply oxygen in a For weapons that use box magazines, a character
low-ox environment. can purchase extras.

GPS RECEIVER DETONATOR


Global positioning system receivers use signals A detonator activates an explosive, causing it to
from GPS satellites to determine the receiver’s explode. The device consists of an electrically
location to within a few dozen feet. A GPS activated blasting cap and some sort of device
receiver grants its user a +4 equipment bonus on that delivers the electrical charge to set off the
Survival checks, but because the receiver must blasting cap. Connecting a detonator to an
be able to pick up satellite signals, it only works explosive requires a Craft (explosives) check (DC
outdoors. 15). Failure means that the explosive fails to go
off as planned. Failure by 10 or more means the
MAP explosive goes off as the detonator is being
While a compass or GPS receiver can help a installed.
character find their way through the wilderness,
BLASTING CAP
a map can tell a character where he is going and
This is a detonator without a built-in controller. It
what to expect when he gets there.
can be wired into any electrical device, such as a
ROAD ATLAS light switch or a car’s ignition switch, with a
They can be purchased for most major Craft: Explosives check (DC 10). When the
metropolitan areas, detailing every street in the electrical device is activated, the detonator goes
entire region. off.

TACTICAL MAP RADIO CONTROL


A tactical map covers a small area—usually a few This device consists of two parts: the detonator
miles on a side—in exacting detail. The map itself and the activation device. The activation
gives a +2 equipment bonus to Survival and device is an electronic item about the size of a
Knowledge (tactics) checks, due to the increased deck of cards, with an antenna, a safety and an
detail of information provided. activation switch. When the switch is toggled, the
activation device sends a signal to the detonator
MESH VEST by radio, setting it off. It has a range of 500 feet.
This is a lightweight vest with a series of pockets
for items such as a compass, spare ammunition
magazines, pressure bandages and a radio, along

93
E QU I P M E N T - GE A R
TIMED very limited field of view, making it difficult to
This is an electronic timer connected to the use.
detonator. Like an alarm clock, it can be set to go
off at a particular time. STANDARD
A standard scope increases the range increment
WIRED for a ranged weapon by one-half (multiply by
This is the simplest form of detonator. The 1.5). However, to use a scope a Character must
blasting cap connects by a wire to an activation spend a standard action acquiring his or her
device, usually a small pistol-grip device that the target. If the character changes targets or
user squeezes. The detonator comes with 100 otherwise loses sight of the target, he or he must
feet of wire, but longer lengths can be spliced in reacquire the target to gain the benefit of the
with a Craft: Explosives check (DC 10). scope.

HOLSTER ELECTRO-OPTICAL
Holsters are generally available for all Medium- An electro-optical scope functions the same as a
size or smaller firearms. standard scope in normal light. In darkness,
however, the user sees through it as if he had
HIP the dark-vision ability granted by night vision
This holster holds the weapon in an easily goggles.
accessed—and easily seen—location.
SPEED LOADER
CONCEALED CARRY A speed loader holds a number of rounds in a
A concealed carry holster is designed to help ring, in a position that mirrors the chambers in a
keep a weapon out of sight (see Concealed revolver cylinder. Using a speed loader saves
Weapons and Objects). In most cases, this is a time in reloading a revolver, since a character
shoulder holster (the weapon fits under the can insert all the rounds at once.
wearer’s armpit, presumably beneath a jacket).
Small or Tiny weapons can be carried in SUPPRESSOR
waistband holsters (often placed inside the A suppressor fits on the end of a firearm,
wearer’s waistband against his or her back). Tiny capturing the gases traveling at supersonic speed
weapons can also be carried in ankle or boot that propel a bullet as it is fired. This eliminates
holsters. the noise from the bullet’s firing, dramatically
reducing the sound the weapon makes when it is
ILLUMINATOR used. For handguns, the only sound is the
An illuminator is a small flashlight that mounts to mechanical action of the weapon (Perception
a firearm, freeing up one of the user’s hands. It check, DC 15, to notice). For longarms, the
functions as a standard flashlight. supersonic speed of the bullet itself still makes
noise. However, it’s difficult to tell where the
LASER SIGHT sound is coming from, requiring a Perception
This small laser mounts on a firearm and projects check (DC 15) to locate the source of the gunfire.
a tiny red dot on the weapon’s target. A laser Modifying a weapon to accept a suppressor
sight grants a +1 equipment bonus on all attack requires a Craft (mechanical) check (DC 15).
rolls made against targets no farther than 30 feet Once a weapon has been modified in this
away. However, a laser sight can’t be used manner, a suppressor can be attached or
outdoors during the daytime. removed as a move action.
Suppressors cannot be used on revolvers or
SCOPE shotguns. A suppressor purchased for one
A scope is a sighting device that makes it easier weapon can be used for any other weapon that
to hit targets at long range. However, although a fires the same caliber of ammunition.
scope magnifies the image of the target, it has a

94
E QU I P M E N T - VE HI C L E S

Name Type Sq. Cost AC Hard Hit Base Max CMB Accel Crew Cargo
ness Points Save Speed CMD eration Capacity
Audi R8 Land 1 $114,000 9 5 132 +0 325 4/14 32 1/1 100 lbs.
BMW 535I Land 1 $50,000 7 5 132 +1 285 4/14 28 1/4 300 lbs.
Cadillac CTS Land 1 $40,000 8 5 136 +2 280 4/14 28 1/4 400 lbs.
Dodge Charger Land 1 $30,000 8 5 134 +2 265 4/14 26 1/4 350 lbs.
Ford Mustang Land 1 $30,000 8 5 130 +1 285 4/14 28 1/3 250 lbs.
Honda Civic Land 1 $17,000 8 5 128 +2 240 4/14 24 1/3 150 lbs.
Mini Cooper Land 1 $21,000 8 5 128 +1 250 4/14 25 1/3 100 lbs.
Chevrolet Silverado Land 1 $25,000 8 6 136 +2 180 4/14 18 1/2 750 lbs.
Dodge Sprinter Land 2 $46,000 6 6 144 +4 165 4/14 16 1/7 3 tons
Cargo Van
Jeep Commander Land 2 $38,000 9 6 140 + 3 175 4/14 17 1/6 500 lbs.
Nissan Xterra 4x4 Land 1 $28,000 8 6 134 + 2 185 4/14 18 1/4 400 lbs.
Ford F-350 Dually Land 1 $40,000 9 7 140 + 4 160 4/14 16 1/4 1.5 tons
Volkswagen Routan Land 1 $32,000 7 6 135 + 3 165 4/14 16 1/7 350 lbs.
Ducati 1198SP Land 1 $22,000 10 3 118 + 1 375 4/14 37 1/0 0
Superbike
Harley Davidson Land 1 $20,000 9 3 122 +1 250 2/14 25 1/1 50 lbs.
Road King
Suzuki RM-Z450 Land 1 $8,000 9 3 115 +0 180 2/14 18 1/0 0
Triumph Tiger Land 1 $9,000 9 3 116 +0 185 2/14 18 1/0 25 lbs.
Polaris Sportsman Land 1 $9,000 9 3 118 +0 100 2/14 10 1/0 75 lbs.
ATV
Kenworth T-370 Land 1 $76,000 6 8 150 +4 150 6/16 15 1/2 14 tons
Moving Truck
Armortek Land 1 $1,750,000 8 12 255 +5 150 10/20 15 1/3 3 tons
Armored Truck
Armortek Land 2 $650,000 8 10 245 +4 180 8/18 18 1/8 250 lbs.

Armored Limousine

Monterey Water 3 $20,000 6 7 140 +4 80 10/20 8 1/12 1.5 tons

Cabin Cruiser

Sport Nautique
Water 3 $60,000 8 6 126 +2 100 8/18 10 1/10 1000 lbs.
Yamaha Waverunner Water 1 $9,000 9 3 114 +1 110 6/16 11 1/1 0
Sikorsky 76 Air 3 $750,000 6 3 135 +4 225 8/18 22 2/12 2 tons

Helicopter

Bell 212 Jet Ranger Air 2 $550,000 6 7 132 +4 240 10/20 24 1/6 1000 lbs.

Learjet Model 45
Air 3 $2,400,000 6 7 144 +4 1100 12/22 110 2/10 500 lbs.
Corporate jet
Cessna Caravan Air 2 $1,700,000 6 5 130 +4 225 10/20 22 1/8 1.5 tons
Prop Airplane
Quicksilver GT500 Air 1 $27,000 4 3 115 +5 80 8/18 8 1/1 50 lbs.
Ultra-light

Unless otherwise noted, civilian cars provide


CIVILIAN CARS
three-quarters cover for their occupants
Most new civilian cars include such standard (although passengers, who lean out of windows
features as air conditioning, air bags, antilock or sunroofs, perhaps to fire weapons, may be
brakes, cruise control, keyless entry and an reduced to one-half or even one-quarter cover).
AM/FM radio with CD & MP3 players. Luxury Driving a land vehicle is covered by the
vehicles often also include extras such as heated Profession: Driver skill.
side mirrors, power seats, leather upholstery,
sunroofs and built-in GPS navigation. In general, AUDI R8
these luxury amenities can be added to a non-
This is a true supercar in every sense, with a
luxury car with an increase of $1000 to the
vehicle’s cost. lightweight body powered by a V-10 engine. At

96
E QU I P M E N T - VE HI C L E S
around 550 horsepower, the quick and agile R8 is CIVILIAN TRUCKS
tough to keep up with.
Trucks include pickups, sport utility vehicles,
BMW 535I vans and minivans. They generally have the
same features as civilian cars.
A luxury sport sedan of the highest quality, this Like cars, trucks generally provide three-quarters
four-door car is built like a tailored suit. Catering cover to their occupants. The rear bed of a
to the business elite, this BMW mixes speed and pickup truck, however, provides only one-half
agility with comfort and amenities. cover.

CADILLAC CTS CHEVROLET SILVERADO

The CTS is a mid-size luxury sedan that offers Rugged and reliable, the Silverado stands to be a
great performance at a reasonable price. It offers solid V-8 powered work truck. With added styling
roomy comfort while boasting superior handling. and luxury features, this truck is also a popular
daily driver.
DODGE CHARGER
DODGE SPRINTER VAN
The Charger is a popular remake of an American
classic muscle car. This sedan offers an attractive The Sprinter represents the new design of full-
style and gutsy performance. size cargo hauling vans. Highly adaptable for a
variety of work applications, it can also serve as
FORD MUSTANG a passenger or personal-use van.

Another icon of American horsepower, the JEEP COMMANDER


Mustang is legendary for its performance and
handling. As a two-door coupe it lacks passenger Superb off-road capabilities are the hallmark of
and cargo space, but that’s not why consumers this large SUV. The Commander offers full size
buy them. passenger space at a moderate price.

HONDA CIVIC NISSAN XTERRA

Few cars have matched the reliability of the The Xterra is an affordable compact SUV that is
Honda Civic. This compact sedan offers an built for rugged off-road use. A definite lack of
enjoyable ride at a reasonable price luxury is not missed when most owners only
want to play in the mud.
MINI COOPER
FORD F-350 DUALLY
Classic British styling combines with German
engineering to produce a thrilling little compact This super duty truck is made to haul heavy
coupe. Short on room but long on handling. loads. The 6.7 liter supercharged diesel engine
provides serious towing capacity and the various
crew-cab styles offer a range of work-to-luxury
options.

97
E QU I P M E N T - VE HI C L E S
VOLKSWAGEN ROUTAN section. The description and stats reflect a typical
model.
The Routan is a stylish passenger minivan that
offers practical horsepower and stable handling. POLARIS SPORTSMAN ATV

CIVILIAN MOTORCYCLES This heavy-duty four-wheeled ATV is built for


work or play and can be adapted to hauling,
Unlike getting into a car, mounting a motorcycle towing, trailblazing or hunting.
is a free action. Motorcycles tend to perform
better than automobiles, but they provide no KENWORTH T-370 MOVING TRUCK
cover to their occupants.
This medium duty truck is all business, offering a
DUCATI 1198SP solid and reliable cab & chassis coupled with a
powerful diesel engine pushing 360 hp and 1050
This Italian superbike is built for speed and ft. lbs. of torque. With a 24’ box body attached to
performance. It is loaded with superior the frame, this Kenworth can haul some
suspension, shocks and steering-dampers. respectable loads.

HARLEY DAVIDSON ROAD KING ARMORTEK ARMORED TRU CK

The Road King is a classically styled cruiser/tour The classic armored vehicle used to transport
motorcycle. Heavy and stable, with a powerful money and other valuables. All windows, walls
motor that rumbles like no other, this bike is and doors are heavily armored, with extra
made for the open highway. protection in the operator’s location. Hidden gun
ports increase the defensive capabilities of this
SUZUKI RM-Z450 truck.

The RM-Z450 is a high performance motocross ARMORTEK ARMORED LIMOUSINE


dirt bike. Precision steering and handling make
this rugged bike a true competitor. A stretched sedan that offers a high level of
luxury, along with the solid protection of an
TRIUMPH TIGER armored vehicle.

The Tiger is a versatile mid-powered motorcycle


CIVILIAN WATER VEHICLES
that can be adapted for on-road or off-road
riding. For those that mix it up between the Piloting a water vehicle is covered by the
street and the trail, this reliable bike fits all bills. Profession: Sailor skill.

OTHER CIVILIAN VEHICLES MONTEREY CABIN CRUISER

A few types of vehicles don’t fit neatly into the This large boat is about thirty feet long and is
categories covered above. Many of these (such built for running in open waters. Luxury options
as the armored truck and the limousine) are can reach obscene levels, but each Monterey is
usually custom built, so the model name isn’t built to be comfortable and reliable.
specified as it is with most other vehicles in this

98
HEROES OFTHEHUNT

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S A M P L E C A M P A I G N – H E RO E S O F T H E H UN T
LAN G U A GES of a supernatural incursion. The faction’s strength
lies in its ability to remain unknown by the
You must belong to the Hunter’s Faction to know general public. Hunters must stand fearless in the
Hunter’s code. face of the supernatural.

HU NT ER ’S C O D E GOAL

Used by Hunters, mostly made up of symbols. The primary goal of a Hunter is to eliminate the
supernatural. They hunt the supernatural and
D IFF ICU LTLY keep the innocent safe.
Hunters are a loose group of individuals and
many work on their own. Groups of Hunters are
HAU N T ING
not unknown, but they generally have their own
Penalty: You have a spirit attached to you. What leader.
the spirit wants is up to the Game master. Each
day the spirit will try and drain 1 Hero Point from TRAITS
the hero to manifest itself.
The spirit must make a Willpower save DC (10 + HERITAGE
½ your level + hero's Wisdom Bonus). If the
spirit makes the save, it drains 1 Hero Point from A heritage is someone who comes from a long
the hero and can manifest itself and use its line of family hunters.
powers. Class Skills: You gain a +1 Trait bonus on
Knowledge (arcana) and Survival skill and these
FEA TS skills are always a class skill for you.
Fame Bonus: +5 to the Hunter Faction

SUP ER NA TURA L STR I K E


SHADOW SCHOLAR
You may score critical hits against creatures that
are normally unaffected by critical hits. Shadow scholars fall into two categories—learned
Prerequisite: Base attack bonus +2 or better. supernatural and mundane folk who have spent
Benefit: When you roll a threat against a time studying occult culture, magic and other
creature normally unaffected by critical hits (such supernatural occurrences.
as a construct, ooze, or undead) you may check Skills: You gain a +1 Trait bonus on Knowledge
for a critical hit and deal the increased damage if (arcana) and spellcraft skill and these skills are
the threat is confirmed. always a class skill for you.
This is a supernatural ability. Fame Bonus: +3 to the Hunter Faction

FACT IO N THE CHOSEN

You have the bloodline of the Slayers


HU NT ER Bonus: You gain access to the Advance Training
– Slayer in the Shadow Hunter Archetype
The Hunter can come from any walk of life,
Training.
background and/or experience. They serve as a
Fame Bonus: +5 to the Hunter Faction
primary bastion against the ever-present threat

102
S A M P L E C A M P A I G N – H E RO E S O F T H E H UN T
ARC H ETYP ES 3rd Round: The power of each supernatural aura
in the area becomes clear. If an aura is outside
the Slayer’s line of sight, then he discerns its
SHA D OW HU NT ER direction but not its exact location.
Supernatural Aura: A creature of the
The Shadow Hunter hunts the supernatural.
supernatural emanates an aura that links it to the
dimension. The power of the supernatural aura
TRAINING depends on the type of creature or object
emitting the aura and its Hit Dice or caster level.
The following are Training for the Shadow
Hunter. Creature/Object Rating
Outsider HD
Magic item or spell Caster
ADVANCED TRAINING - SLAYER
level x 1/2
Prerequisite: Trait - The Chosen Aberration, construct, dragon, HD x 1/2
Benefit: The Slayer gains proficiency with one elemental, undead creature
exotic weapon of his choice and the Slayer is also All other denizens of the HD x 1/5
proficient with all martial weapons and can make Supernatural
attack rolls normally.
Rating Aura Power
ADVANCED TRAINING – DETECT 1 or lower Faint
SUPERNATURAL 2–4 Moderate
5–10 Strong
Prerequisite: Advance Training - Slayer 11 or higher Overwhelming
Benefit: A Slayer is uncannily aware of the If an aura falls into more than one strength
denizens of the supernatural and the true nature category (for instance, if a creature and a magic
of reality. The Slayer can sense the presence of item are in the same place and each emits an
the supernatural. Anything or anyone with a aura) the ability indicates the stronger of the
supernatural description is detectable. Using this two.
talent is a move action that requires Length Aura Lingers: How long a supernatural
concentration. It has a range of 30 feet and lasts aura lingers after the creature or object has
as long as the Slayer concentrates, up to a vacated the location depends on the aura’s
number of rounds equal to the Slayer’s level. original strength.
The amount of information gleaned by this Original Aura Power Duration
uncanny awareness depends on how long the Faint 1d6 minutes
Slayer focuses his attention. Moderate 1d6 x 10 minutes
1st Round: Presence or absence of the Strong 1d6 hours
supernatural. Overwhelming 1d6 days
2nd Round: Number of supernatural auras Each round, a Slayer can turn to detect the
(creatures or objects) in the area and the power presence of the supernatural in a new area. The
of the strongest aura present. If the power of the ability can penetrate barriers, but 1 foot of stone,
strongest aura is “overwhelming,” and has a CR 1 inch of metal, or 3 feet of wood or dirt blocks
rating of at least twice the Slayer’s level, the it.
Slayer is stunned for 1 round and the use of this
ability ends.

103
S A M P L E C A M P A I G N – H E RO E S O F T H E H UN T
ADVANCED TRAINING – SLAYER WEAPON depend on the Hit Dice of the creatures, as
shown below.
Prerequisite: Advance Training – Slayer and Hit Dice Effect
Advance Training – Detect Supernatural 12 or more Dazed
Benefit: A Slayer can imbue one of her weapons 8–11 Stunned
with the bane weapon special ability as a swift 4–7 Paralyzed
action. 3 or less Killed
He must select one creature type when he uses
this ability (and a subtype if the creature type FAVORED ENEMY
selected is humanoid or outsider). Once selected,
the type can be changed as a swift action. This Prerequisite: None
ability only functions while the Slayer wields the Benefit: A Shadow Hunter selects a creature
weapon. If dropped or taken, the weapon type from the ranger favored enemies table. He
resumes granting this ability if it is returned to gains a +2 bonus on Bluff, Knowledge,
the Slayer before the duration expires. This Perception, Sense Motive and Survival checks
ability lasts for a number of rounds per day equal against creatures of his selected type. Likewise,
to the Slayer’s level. These rounds do not need to he gets a +2 bonus on weapon attack and
be consecutive. damage rolls against them. A Shadow Hunter
Any melee weapon can be empowered by the may make Knowledge skill checks untrained
Slayer, including the Slayer’s unarmed strikes. when attempting to identify these creatures.
At every five levels the bonus against any one
ADVANCED TRAINING – SUPERNATURAL favored enemy increases by +2.
IMMUNITY Any time this training is taken, the Shadow
Hunter may select an additional favored enemy.
Prerequisite: Advance Training - Slayer If the Shadow Hunter chooses humanoids or
Benefit: A Slayer gains 1 point of damage outsiders as a favored enemy, he must also
reduction and spell resistance 10, +1 for every choose an associated subtype. (Note that there
two levels against any object, creature, or ability are other types of humanoid to choose from—
with the supernatural (Su) special ability type. those called out specifically on the table below
Supernatural Immunity doesn’t reduce the are merely the most common.) If a specific
damage dealt by firearms, melee weapons, or creature falls into more than one category of
hazardous effects. favored enemy, the Shadow Hunter’s bonuses do
not stack; he simply uses whichever bonus is
ADVANCED TRAINING – WORD OF SLAYING higher.

Prerequisite: Favored Enemy, Advance Training


HUNTER’S HUNCH
– Slayer and Advance Training – Slayer Weapon
Benefit: A Slayer can use this ability once per Prerequisite: Favored Enemy
day and one additional time per day for every Benefit: The Shadow Hunter gains a +10
four levels (or for one Hero Point). competence bonus on Perception checks against
A Slayer can utter a word of power that can his Favored Enemy. He retains his Dexterity
devastate the Slayer’s Favored Enemy. The word bonus to AC even when flat-footed and can't be
of slaying affects any Favored Enemy creatures flanked.
within 15 feet of the Slayer. The ill effects

104
S A M P L E C A M P A I G N – H E RO E S O F T H E H UN T
HUNTER’S TRACKING PENETRATING STRIKE

Prerequisite: Favored Enemy Prerequisite: Favored Enemy


Benefit: A Shadow Hunter can follow tracks Benefit: Your attacks are capable of penetrating
against his Favored Enemy by making a Survival the defenses of some creatures.
check to find or follow a track. A Shadow Hunter Your attacks on your Favored Enemy ignore up to
can attempt to follow tracks using Survival 1 point of damage reduction for every two levels.
untrained.
The typical DC for a fresh trail is 10. The DC SEEN IT
increases or decreases depending on the Hit Dice
of the creature, the number of creatures and the Prerequisite: None
age of the trail. For each hour that the trail is Benefit: Once a day per level (or one Hero Point)
cold, the DC increases by 2. The ability otherwise the Shadow Hunter can remove a condition from
follows the rules for the Survival skill in regards himself. You can remove the dazed, fatigued,
to tracking. Shadow Hunter ignores the effects of shaken, or staggered condition.
surface conditions and poor visibility.
By touching a print or residue left behind, you SENSITIVE
receive a clear mental image of the Favored
Enemy that made it. The image has the exact Prerequisite: None
same appearance as the creature that made the Benefit: The Shadow Hunter becomes aware of
footprint at the moment it made the imprint, the unseen.
including any telling features or expressions, any The Shadow Hunter can notice any object,
gear or equipment, or anything else the creature creature, or ability with the supernatural (Su)
was carrying at the time. special ability type.
This training ability lets a Shadow Hunter detect
LOCATE TARGET approaching non-human enemies, detect out
hidden foes and aid in tracking.
Prerequisite: None A creature with the Sensitive ability can detect
Benefit: Once a day per level (or for one Hero opponents within 30 feet + 5 feet per hit dice of
Point) Locate Target greatly enhances your the creature.
senses against the target creature. You gain the The Shadow Hunter detects another creature's
ability to perceive the target when it is invisible presence but not its specific location. Noting the
or ethereal as though using the see invisibility direction of the scent is a move action. If the
spell and receive a +20 competence bonus on creature moves within 5 feet (1 square) of the
Perception checks to locate the target. source, the Shadow Hunter can pinpoint the area
You ignore concealment provided by fog or mist, that the source occupies, even if it cannot be
blur, displacement, invisibility and similar effects seen.
affecting the target, but not concealment The Shadow Hunter gains a +2 in Perception and
provided by darkness. This provides no benefits Survival when used to track the supernatural.
to your allies and no benefits against creatures
other than the target.
This effects last for 1 round per level of the
Shadow Hunter and is a swift action to initiate
but not to maintain.

105
HEROES OFTHEARCANE

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S A M P L E C A M P A I G N – H E RO E S O F T H E A R C A N E
ARCA N E LA NG UA G ES 30 feet. At 15th level, you gain blind sight out to
a range of 15 feet.
You must have a background in arcana to learn
an arcane language. For each rank in Knowledge DEAF
(arcana) you can learn one arcane language.
You cannot hear and suffer all of the usual
penalties for being deafened. You cast all of your
E NO C HIA N
spells as if they were modified by the Silent Spell
Language of the angels. feat. This does not increase their level or casting
time. At 5th level, you receive a +3 competence
bonus on Perception checks that do not rely upon
GR E E N LA NGUA G E
hearing and the initiative penalty for being deaf is
Also known as the “Language of the Birds”. reduced to –2. At 10th level, you gain scent and
you do not suffer any penalty on initiative checks
due to being deaf. At 15th level, you gain tremor
OUR A NIAN BA RBAR I C
sense out to a range of 30 feet.
Invented in the 20th century, it has become a
part of mystic rituals. HAUNTED

Malevolent spirits follow you wherever you go,


W ITC H ES ' A L P HAB E T
causing minor mishaps and strange occurrences
The original source is unknown, but it is believed (such as unexpected breezes, small objects
to have originated from an ancient mage. It is moving on their own and faint noises). Retrieving
also known as the Theban Script any stored item from your gear requires a
standard action, unless it would normally take
D IFF ICU LTIES longer. Any item you drop lands 10 feet away
from you in a random direction. Add mage hand
and ghost sound to your list of spells known. At
CUR S E
5th level, add levitate and minor image to your
Opening doorways that should remain closed list of spells known. At 10th level, add telekinesis
comes with a price to pay. For each Advanced to your list of spells known. At 15th level, add
Training chosen, the Mystic must chose a curse. reverse gravity to your list of spells known.
A curse is based on the character level.
Each curse comes with a benefit as well as a LAME
hindrance. The curse cannot be removed or
dispelled. One of your legs is permanently wounded,
reducing your base land speed by 10 feet if your
base speed is 30 feet or more. If your base speed
CLOUDED VISION
is less than 30 feet, your speed is reduced by 5
Your eyes are obscured, making it difficult for feet. Your speed is never reduced due to
you to see. You cannot see anything beyond 30 encumbrance. At 5th level, you are immune to
feet, but you can see as if you had dark vision. At the fatigued condition (but not exhaustion). At
5th level, this distance increases to 60 feet. At 10th level, your speed is never reduced by
10th level, you gain blind sense out to a range of armor. At 15th level, you are immune to the
exhausted condition.

108
S A M P L E C A M P A I G N – H E RO E S O F T H E A R C A N E
TONGUES normally found in old tomes and are difficult to
come by.
In times of stress or unease, you speak in Prerequisites: Knowledge (arcana) 1 rank
tongues. Pick one of the following languages: Benefit: You choose any two spells to cast,
Ancient Greek, Ancient Hebrew, Aramaic, based on the chart below, in ranks of the
Babylonian, Coptic, Enochian, Green Language, character’s Knowledge (arcana) skill.
Latin, Middle Egyptian, Ouranian Barbaric, Knowledge (arcana) Ranks Spell Level
Sanskrit, or Witches Alphabet. Whenever you are 1 0
in combat, you can only speak and understand 2 0
the selected language. This does not interfere 3 1
with spell casting, but it does apply to spells that 4 1
5 2
are language dependent. You gain the selected
6 2
language as a bonus language. At 5th level, pick 7 3
an additional language to speak in combat and 8 3
add it to your list of known languages. At 10th 9 4
level, you can understand any spoken language, 10 4
as if under the effects of tongues, even during 11 5
combat. At 15th level, you can speak and 12 5
13 6
understand any language, but your speech is still
14 6
restricted during combat. 15 7
16 7
WASTING 17 8
18 8
Your body is slowly rotting away. You take a –4 19 9
20 9
penalty on Charisma-based skill checks, except
To cast the spell you must make a Knowledge
for Intimidate. You gain a +4 competence bonus
(arcana) check DC 20 + spell level.
on saves made against disease. At 5th level, you
When a caster fails a Knowledge (arcana) check
are immune to the sickened condition (but not
to cast an invocation, the caster (and all involved
nauseated). At 10th level, you gain immunity to
in the casting) acquires a spell blight. A failed
disease. At 15th level, you are immune to the
spell of 4th level or lower results in a minor spell
nauseated condition.
blight, while a failed spell of 5th level or higher
Rules for Oracle’s Curses are found in the
results in a major spell blight.
Pathfinder Role Playing Game – Advanced
An Incantation is a full round action per spell
Player’s Guide and at the PRD at:
level.
http://paizo.com/pathfinderRPG/prd/advanced/b
An Incantation’s caster level is based on your
aseClasses/oracle.html
ranks in Knowledge (arcana).
The skill ability to “Aid another”; can also be used
FEA TS
normally.
After casting an Incantation, all individuals that
INC A N TA T ION participated in the casting of the incantation, are
affected by the condition “Fatigue” (no save).
Description: You are able to cast two spells.
If another Incantation is cast that same day, the
These spells come from the various Pathfinder
conditions increase in severity by one step:
Role Playing Game rule books. These spells are

109
S A M P L E C A M P A I G N – H E RO E S O F T H E A R C A N E
Class Skills: You gain a +1 Trait bonus on Craft Prerequisite: Spell Casting Training
(alchemy) and Knowledge (arcana) skill and Benefit: You gain access to the Witch spell list in
these skills are class skill for you. addition to any spell school you have acquired.
Fame Bonus: +1 to the Order of the Secret
faction ADVANCED TRAINING - FORBIDDEN LORE

HEDGE WIZARD Prerequisite: Spell Casting Training


Benefit: You gain access to the Oracle spell list
A hedge wizard is someone who has spent a in addition to any spell school you have acquired.
great deal of time studying the arcane arts
without the benefit of having any formal training ADVANCED TRAINING - HEX
or mentoring.
Class Skills: You gain a +1 Trait bonus on Prerequisite: Difficulty - Curse and Advanced
Knowledge (arcana) and Use Magical Device skill Training - Book of Shadows
and these skills are class skill for you. Benefit: You gain the Witch class ability Hex.
Fame Bonus: +2 to the Order of the Secret You may choose one Hex.
faction Unless otherwise noted, using a hex is a standard
action that does not provoke an attack of
NOVITIATE opportunity. The save to resist a hex is equal to
10 + 1/2 level + Wisdom modifier.
Novitiates draw quiet strength from their belief in Rules for Witch’s Hex are found in the Pathfinder
a greater power. They do not necessarily have Role Playing Game – Advanced Player’s Guide
ties to a specific religion or denomination—their and at the PRD at:
faith is enough. Some novitiates are lay clergy, http://paizo.com/pathfinderRPG/prd/advanced/b
counselors, motivational speakers, social aseClasses/witch.html
workers, or any other position involved with
helping people who have lost hope and faith. ADVANCED TRAINING - MYSTERY
Skills: You gain a +1 Trait bonus on Knowledge
(arcana) and Knowledge (religion) skill and these Prerequisite: Difficulty - Curse and Advanced
skills are class skill for you. Training - Forbidden Lore
Fame Bonus: +2 to the Order of the Secret Benefit: You gain the Oracle class ability
faction Mysteries. You may choose one Mystery.
Unless otherwise noted, the DC to save against
these revelations is equal to 10 + 1/2 level +
MYS T IC
Charisma modifier.
The Mystic understands the arcane and the Rules for Oracle’s Mysteries are found in the
divine. Pathfinder Role Playing Game – Advanced
Player’s Guide and at the PRD at:
TRAINING http://paizo.com/pathfinderRPG/prd/advanced/b
aseClasses/oracle.html
The following are Training for the Mystic.
ADVANCED TRAINING - REVELATION

ADVANCED TRAINING - BOOK OF SHADOWS Prerequisite: Difficulty – Curse and Advanced


Training - Mystery

111
S A M P L E C A M P A I G N – H E RO E S O F T H E A R C A N E
Benefit: A Mystic uncovers a new secret about Arcane School List
her mystery that grants her powers and abilities. Abjuration
Unless otherwise noted, activating the power of a Conjuration
revelation is a standard action. Divination
Rules for Oracle’s Revelations are found in the Enchantment
Pathfinder Role Playing Game – Advanced Evocation
Player’s Guide and at the PRD at: Illusion
http://paizo.com/pathfinderRPG/prd/advanced/b Necromancy
aseClasses/oracle.html Transmutation

ARCANE BOND Rules for Arcane Schools are found in the


Pathfinder Role Playing Game Core Rule Book,
Description: You gain the wizard class ability Chapter 3 – Wizard and on the PRD at:
Arcane Bond http://paizo.com/pathfinderRPG/prd/classes/wiza
Prerequisite: Spell Casting rd.html#_wizard
Benefit: The Mystic forms a powerful bond with
an object or a creature. This bond can take one Special: You can gain this training multiple
of two forms: a familiar or a bonded object. A times. Each time you must choose a different
familiar is a magical pet that enhances the school.
Mystic’s skills and senses and can aid him in
magic, while a bonded object is an item a Mystic CHANNEL ENERGY
can use to cast additional spells or to serve as a
magical item. Description: You gain the Cleric class ability
Rules for Bonded Items are found in the Channel Energy
Pathfinder Role Playing Game Core Rule Book, Prerequisite: Spell Casting
Chapter 3 – Wizard and on the PRD at: Benefit: Regardless of alignment, any Mystic can
http://paizo.com/pathfinderRPG/prd/classes/wiza release a wave of energy by channeling the
rd.html#_wizard power of her faith through her holy (or unholy)
symbol. This energy can be used to cause or heal
ARCANE SCHOOL damage, depending on the type of energy
channeled and the creatures targeted.
Description: You gain access to all the spells A good Mystic channels positive energy and can
within an arcane school. choose to deal damage to undead creatures or to
Prerequisite: Spell Casting heal living creatures.
Benefit: A Mystic can choose various schools of An evil Mystic channels negative energy and can
magic, gaining access to all the spells based on choose to deal damage to living creatures or to
that school. heal undead creatures.
When choosing an Arcane School the Mystic is A neutral Mystic must choose whether he
able to learn any spell (arcane or divine) from channels positive or negative energy. Once this
that school. The Mystic does not gain the special choice is made; it cannot be reversed.
abilities associated with the fantasy based arcane Channeling energy causes a burst that affects all
school. creatures of one type (either undead or living) in
The Mystic is free to learn multiple schools a 30-foot radius centered on the Mystic. The
without having to choose an opposition school. amount of damage dealt or healed is equal to

112
SHADOW HEROES

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S A M P L E C A M P A I G N – S H A DO W H E ROE S
The Modern Hero class holds a few unique D ISA DVA NT AGE
advantages and disadvantages when certain
creature types are acquired by the character. The disadvantage for Grace is that if an Angle’s
Normally, antiheroes are not allowed the use of “true name” is known and used against him, it
Hero Points. This is not the case when these drains his entire Hero Points and he is unable to
creature types are used in conjunction with the use any supernatural powers.
Modern Hero class. The difference is how the
points are gained and replenished. DEM ON
These creature types also gain access to various
class abilities (including archetypes) of that class Demons are any creature type of an infernal
to use as Talent or Training slots. The creature nature. These include the creature subtypes of
must meet the level and any other requirements daemon, demons, devils and other evil outsider
of the class ability. This cost of one class ability is influenced template or race.
one Talent or Training slot.
The following a few examples. BLIGH T

AN G EL The Demon has a new ability called Blight. Blight


grants a +10 bonus to Hero Points in addition to
Angles are any creature type of a celestial the normal class bonuses. Additionally, for every
nature. These include the creature subtypes of Fame point gained in an infernal type Faction, the
Angel, Archon, Azatas and any celestial or divine demon also gains a Hero Point.
influenced template or race. Demons regain 1 used Hero Point after invoking a
supernatural ability that is evil in nature. A few
examples are: Channel Negative Energy, anti­
GRA C E
paladin’s Touch of Corruption or Cruelty class
The Angel has a new ability called Grace. Grace abilities.
grants a +10 bonus to Hero Points in addition to
the normal class bonuses. Additionally, for every CLA SS AN D A RC HET Y PE
Fame point gained in a celestial type Faction, the
angel also gains a Hero Point. A Demon gains access to the class and
Angels regain 1 used Hero Point after invoking a archetypes of the Cleric and anti-Paladin. The
supernatural ability that is divine in nature. A few Demon can buy one of these class abilities as a
examples are: Channel Positive Energy, paladin’s class Talent or Training. The GM is free to expand
Divine Grace or Mercy class abilities. or restrict this list.

CLA SS AND A RC H ET Y PE D ISA DVA NT AGE

An Angel gains access to the class and The disadvantage for Blight is that if a Demon’s
archetypes abilities of the Cleric and Paladin. The “true name” is known and used against him, it
Angel can buy one of these class abilities as a drains his entire Hero Points and he is unable to
class Talent or Training. The GM is free to expand use any supernatural powers.
or restrict this list.

116
S A M P L E C A M P A I G N – S H A DO W H E ROE S
VAMP IR E WER EW O LF

Vampires are any creature type of any vampire Werewolves are any creature type that is in
nature. These include all the vampire templates werewolf nature. These include all the werewolf
or races. templates or races.

BL O OD LUN AR

The Vampire has a new ability called Blood. Blood The Werewolf has a new ability called Lunar.
grants a +10 bonus to Hero Points in addition to Lunar grants a +10 bonus to Hero Points in
the normal class bonuses. Additionally, for every addition to the normal class bonuses.
25 years of age, the Vampire also gains a Hero Additionally, the phase of the moon also affects
Point. the Werewolf’s Hero Points temporally.
Vampires Hero Points are regained after draining The Werewolf’s Hero Points temporally increase
blood from a Bite Attack on a humanoid. A for the night depending on the phases of the
vampire can drain blood from a grappled Moon.
opponent; if the vampire establishes or maintains New Moon: 2 Point
a pin, it drains blood, dealing 1d4 points of Crescent Moon: 4 Points
Constitution damage. The vampire regains one Quarter Moon: 6 Points
Hero Point for every one point of Constitution Waxing Moon: 8 Points
drained. Full Moon: 10 Points and double the
character’s total Hero Point pool.
CLA SS AND A RC H ET Y PE
CLA SS AN D A RC HET Y PE
A Vampire gains access to the class and
archetypes of the Rouge. The Vampire can buy A Werewolf gains access to the class and
one of these class abilities as a class Talent or archetypes of the Barbarian. The werewolf can
Training. The GM is free to expand or restrict this buy one of these class abilities as a class Talent
list. or Training. The GM is free to expand or restrict
this list.
D ISA DVA NT AG E
D ISA DVA NT AGE
The disadvantage for Blood is that Vampires lose
1 Hero Point a night and 1 per round in direct The disadvantage for Lunar is that each night a
sunlight. If the Vampire’s Hero Points reach 0; werewolf has to make a will save DC 15 + moon
they fall under the condition disabled. phase points. If failed, the Werewolf will go into
an uncontrollable Rage (same as Barbarian Rage)
until the next morning.

117
CLASSI
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orthecampaign.
S A M P L E C A M P A I G N – C LA S S I C H E ROE S
ALC H E M IS T mechanical devices and a +1 equipment bonus
on all Craft (mechanical) and Craft (structural)
The following are archetypes for the Alchemist checks.
class. This ability replaces poison resistance +2

E NG IN EER QUICK CRAFT

Archetype Features At 2nd level, an engineer learns how to craft


The following features pertain to the Engineer ordinary scratch-built electronic, mechanical, and
archetype. This archetype removes the structural objects more quickly than normal.
spellcasting class ability. When using the Craft (electronic), Craft
(mechanical), or Craft (structural) skill to build an
ordinary scratch-built item, the Engineer reduces
BUILDER
the building time by one-quarter.
At 1st level, the Engineer gains the bonus feat At 5th level, the Engineer reduces the building
Builder. time of ordinary objects and mastercraft objects
This ability replaces brew potion. by half.

This ability replaces poison use.

IMPROVE KIT (+1)


IMPROVE KIT (+2)
At 2nd level, an engineer can use his know-how to
upgrade an electrical or mechanical tool kit at no At 5th level, the Engineer can assemble
additional cost. mastercraft (+2) electrical and mechanical tool
Electrical Tool Kit, Basic: For the cost of a basic kits. This ability works as the 1st-level improve
electrical tool kit, an Engineer can assemble a kit class feature, except the equipment bonuses
mastercraft (+1) version of the kit that grants a improve by an additional +1.
+1 equipment bonus on all craft checks made to This ability replaces poison resistance +4.
fix electrical devices.
Electrical Tool Kit, Deluxe: For the cost of a IMPROVE KIT (+3)
deluxe electrical tool k it, an Engineer can
assemble a mastercraft (+1) version that grants At 8th level, the Engineer can assemble
a +3 equipment bonus (instead of the usual +2 mastercraft (+3) electrical and mechanical tool
equipment bonus) on all craft checks made to fix kits. This ability works as the 5th-level improve
electrical devices and a +1 equipment bonus on kit class feature, except the equipment bonuses
all Craft (electrical) checks. improve by an additional +1.
Mechanical Tool Kit, Basic: For the cost of a basic This ability replaces poison resistance +6.
mechanical tool kit, an Engineer can assemble a
mastercraft (+1) version of the kit that grants a QUICK FIX
+1 equipment bonus on all craft checks made to
fix mechanical devices.
At 10th level, the Engineer can repair a
Mechanical Tool Kit, Deluxe: For the cost of a
mechanical or electrical device in half the normal
deluxe mechanical kit, an Engineer can assemble time. However, cutting the repair time increases
a mastercraft (+1) version that grants a +3 the craft check DC by 5.

equipment bonus (instead of the usual +2 This ability replaces poison immunity.

equipment bonus) on all craft checks made to fix

119
S A M P L E C A M P A I G N – C LA S S I C H E ROE S
UNFLUSTERED
The reconfiguration imposes a –1 penalty on
attack rolls made with the weapon but grants one
An 18th-level Engineer can perform complicated
of the following benefits indefinitely:
tasks without provoking attacks of opportunity
Changed Rate of Fire: The reconfiguration
from adjacent foes.
changes the weapon’s rate of fire. A
During any round the Engineer uses any skill
semiautomatic-only weapon switches to an
without provoking attacks of opportunity.
automatic-only weapon, or vice versa. This
This ability replaces instant alchemy.
benefit applies only to a ranged weapon with
either a semiautomatic or automatic fire setting.
NEW DISCOVERIES
Greater Ammo Capacity: The reconfigured
weapon can hold 50% more ammunition than
These discoveries only apply to the Engineer
normal. This benefit applies only to weapons that
archetype.
take ammunition.
Greater Concealment: The reconfiguration
SUPERIOR REPAIR
grants a +2 bonus on Sleight of Hand checks
made to conceal the reconfigured weapon.
An Engineer learns improved ways of repairing
Greater Range Increment: The reconfigured
items.
weapon’s range increment increases by 10 feet.
An Engineer with a mechanical tool kit and an
This benefit applies only to weapons with range
appropriate facility (a workshop, garage, or
increments.
hangar) can repair damage to an item. (Without
Signature Shooter: The weapon is reconfigured
a mechanical tool kit, the Engineer takes a –4
for a single individual’s use only and is treated as
penalty on the craft check.) With 1 hour of work,
a unique exotic weapon. Anyone else who uses
the engineer can restore a number of hit points
the weapon takes a –4 non-proficient penalty on
based on his craft check result, as shown in
attack rolls.
Table: Superior Repair. If damage remains, the
Weapons can be reconfigured multiple times;
Engineer may continue to make repairs for as
each time a weapon is reconfigured, it imparts a
many hours as needed to fully repair the item.
new benefit. Undoing an Engineer’s weapon
reconfiguration requires 1 hour and a successful
Table: Superior Repair Disable Device check (DC 20 + the Engineer’s
Craft Check Result Damage Repaired class level).
Less than 20 None
20–29 2d6 + Engineer class level
30–39 3d6 + Engineer class level SABOTAGE
40+ 4d6 + Engineer class level
The Engineer can sabotage an electrical or
mechanical object so that it operates poorly. The
RECONFIGURE WEAPON
Engineer must succeed on a Disable Device check
An Engineer can reconfigure a melee or ranged (DC 20) to accomplish the downgrade, and
weapon, improving one aspect of it. sabotaging a mastercraft object is slightly harder
Reconfiguring a weapon requires 1 hour of work (DC 20 + the mastercraft object’s bonus
and a successful craft check (DC 20); feature). Noticing the Engineer’s handiwork
reconfiguring a mastercraft weapon is slightly without first testing the sabotaged device
harder (DC 20 + the weapon’s mastercraft bonus requires a successful Perception check (DC = the
feature). An Engineer may take 10 or take 20 on Engineer’s Disable Device check result). Fixing
this check.

120
S A M P L E C A M P A I G N – C LA S S I C H E ROE S
the sabotaged item requires a successful craft after each time it is used; it cannot be used again
check. until repaired, and repairing it requires 1 hour
Sabotage Device: As a full-round action, the and a successful craft check (DC 40).
Engineer can reconfigure a device with electrical
or mechanical components so that anyone who FIEL D S C IE NTIST
uses it suffers a penalty equal to the Engineer’s
class level on skill checks made to use the Archetype Features
device. The following features pertain to the Field
Sabotage Weapon: As a full-round action, the Scientist archetype. This archetype removes the
Engineer can sabotage a weapon so that it spellcasting class ability.
misfires or breaks the next time it is used. A
sabotaged weapon cannot be used effectively SMART DEFENSE
until repaired.
At 1st level a Field Scientist applies his or her
WEAPON UPGRADE Intelligence bonus and his or her Dexterity bonus
to his or her Armor Class. Any situation that
An Engineer can upgrade weapons, as well as would deny the Field Scientist his or her
weapon systems aboard vehicles. Dexterity bonus to Armor Class also denies the
Table: Weapon Upgrade Intelligence bonus.

Weapon Upgrade
Craft This ability replaces throw anything.
DC

Weapon also dazes target for 1 round 25

Weapon also knocks target prone 30


SCIENTIFIC IMPROVISATION
Weapon leaves target shaken for 1d4 35

rounds At 2nd level, a Field Scientist gains the ability to


Weapon also stuns target for 1d4 40
improvise solutions using common objects and
rounds
scientific know-how. This ability lets the Field
Vehicle Weapon Upgrade DC Scientist create objects in a dramatic situation
Weapon deals an extra two dice of 25 quickly and cheaply, but that have a limited
damage duration.
Weapon ignores 5 points of target’s 30
By spending 1 Hero Point and combining common
hardness/DR
Weapon’s critical hit multiplier 35
objects with a Craft check that corresponds to
increases by 1
the function desired, the Field Scientist can build
Weapon ignores 10 points of target’s 40 a tool or device to deal with any situation. The
hardness/DR DC for the Craft check is equal to 5 + 1/10 the
cost of the object that most closely matches the
The Engineer must spend 1 hour tinkering with desired function.
the weapon, after which he must succeed at a Only objects that can normally be used more
Craft (mechanical) check. The DC varies than once can be improvised.
depending on how the weapon is modified, as Electronic devices, special tools, weapons,
shown in Table: Weapon Upgrade. If the skill mechanical devices, and more can be built with
check fails, the attempt to modify the weapon scientific improvisation. It takes a full-round
also fails, although the Engineer may try again. action to make an object with scientific
(The engineer may take 20 on the skill check, but improvisation. The object, when put into use,
the upgrade takes 20 hours to complete.) An lasts for a number of rounds equal to the Field
upgraded weapon has a 10% chance of breaking Scientist’s class level, or until the end of the

121
S A M P L E C A M P A I G N – C LA S S I C H E ROE S
current encounter, before it breaks down. It can’t MAJOR BREAKTHROUGH
be repaired.

This ability replaces poison use.


At 10th level, the Field Scientist gains a +2
bonus on Fame checks when dealing with
individuals who have at least 1 rank in any
SKILL MASTERY
Knowledge skill. This bonus stacks with the bonus
At 3rd level, a Field Scientist selects a number of provided by the minor breakthrough ability.
skills from his or her class list equal to 3 + his or This major breakthrough also provides the Field
her Intelligence modifier. When making a skill Scientist with a +3 bonus to a profession skill.
check using one of these skills, the Field Scientist This ability replaces poison immunity.
may take 10 even if stress and distractions would
normally prevent him or her from doing so. TEC HIE
This ability replaces swift alchemy.
Archetype Features
The following features pertain to the Techie
MINOR BREAKTHROUGH
archetype. This archetype removes the
Upon attaining 5th level, a Field Scientist receives spellcasting class ability.
credit for a minor scientific breakthrough that
earns him the recognition of his peers. The Field JURY-RIG
Scientist chooses a Knowledge skill and when
dealing with others with at least 1 rank in the A Techie gains a +2 competence bonus on craft
same Knowledge skill, the Field Scientist gains a skill checks made to attempt temporary or jury­
+2 bonus on Fame checks. rigged repairs. See the Craft skill for details on
This minor breakthrough also provides the Field jury-rigging.
Scientist with a +3 bonus to a profession skill. This ability replaces throw anything.
This ability replaces poison resistance +4. At 6th level, this competence bonus increases to

+4.

This ability replaces swift poisoning.

SMART SURVIVAL

A Field Scientist of 6th level or higher can spend EXTREME MACHINE


1 Hero Point to reduce the damage dealt by a
single attack or effect by 5 points. If it has mechanical or electronic components, a
This ability replaces swift poisoning. Techie of 2nd level or higher can get maximum
performance out of it.
By spending 1 Hero Point and making either a
SMART WEAPON
Craft (electronic) or Craft (mechanical) check
At 8th level, the Field Scientist selects one (whichever is appropriate for the machine in
weapon that he or she is proficient in and can use question), the Techie can temporarily improve a
with one hand. With the selected weapon, the machine’s performance—at the risk of causing
Field Scientist can use his or her Intelligence the machine to need repairs later. The DC for the
modifier instead of Strength or Dexterity modifier Craft check depends on the type of improvement
on attack rolls. being made, as shown on the table below.
This ability replaces poison resistance +6.

122
S A M P L E C A M P A I G N – C LA S S I C H E ROE S
Craft Repair Chance Cost: The purchase cost for the components
Improvement
DC (d %) needed to construct a robot is based on the
Ranged Weapons
robot’s size.
+1 to damage 15 01–25

+2 to damage
20 01–50 Size Cost
+3 to damage 25 01–75 Diminutive $18,000
+5 ft. to range Tiny $15,000
15 01–25
increment The character needs to purchase and gather the
+10 ft. to range
25 01–50 necessary components prior to starting
increment
Electronic Devices construction.

+1 equipment bonus 15 01–25


Construct Frame: The robot’s body determines
+2 equipment bonus 20 01–50
its size, shape, locomotion, and hit points. The
+3 equipment bonus 25 01–75
Vehicles DC of the Craft (mechanical) check is set by the
+1 on initiative robot’s size and modified by the form of
20 01–25
checks locomotion selected.
+1 to maneuver 25 01–50

+2 to maneuver 30 01–75

The Techie performs the extreme modifications in Size Craft DC


1 hour. The Techie can’t take 10 or take 20 on Diminutive 15
Tiny 12
this check. If the check succeeds, the effect of
Components DC Modifier
the improvement lasts for a number of minutes
Frame Shape and Locomotion1
equal to his or her Techie class level, beginning Bipedal +4
when the object is first put into use. The Techie Quadruped +3
selects the single improvement he or she wants Treads +2
Wheels +1
to make prior to making the check. After the External Components 2
duration of the effect ends, the machine reverts Manipulators3 +3
to its previous state and a repair chance Audio/visual sensor +2
percentile roll is made. The result of this roll Remote Range 1
Remote control link, 100 feet +1
indicates whether the machine requires repairs Remote control link, 200 feet +3
before it can be used again. Remote control link, 300 feet +5
This ability replaces poison resistance +2. 1. Select only one of the options in this
category.
2. Select one or more of the options in this
BUILD ROBOT category.
3. Necessary for a robot built to use any skill
A Techie of 5th level or higher can build remote- except Perception.
controlled robots that are tiny or Diminutive in Select a frame size and form, add manipulators
size. These robots serve as the Techie’s eyes, and sensors as necessary, and choose a type of
ears, or hands out to a predetermined distance remote control link. Add all the modifiers to
away from the character when the Techie wants determine the check’s DC. Make the Craft
to use one of the following skills: Craft (any), (mechanical) check to construct the robot’s
Disable Device, Knowledge (technology) or frame.
Perception. It takes a Techie 30 hours to construct a
The Techie must have at least 1 rank in the skill Diminutive robot frame or 12 hours to construct
that he wants to program into the robot. The a tiny robot frame.
Techie can only control one robot at a time, and A Diminutive robot can be 6 to 12 inches long or
only one of his robots can be active at any time. tall and weighs about 1 pound. A Tiny robot can
Follow these steps to build a robot. be 13 to 24 inches long or tall and weighs up to 3

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
pounds. Statistics for these robots can be found MASTERCRAFT
http://www.wizards.com/d20/files/msrd/FutureR
obots.rtf and below. At 8th level, the Techie becomes adept at
Small Robot: CR 1/2; Small construct; HD creating mastercraft objects. He applies the
1d10+5; hp 10; Int +0; Speed 30 ft. (treads), 30 mastercraft ability to one of his or her Craft skills
ft. (bipedal), 40 ft. (quadruped), or 50 ft. (electronic or mechanical). From this point on, he
(wheels); Armor Class 11, touch 11, flatfooted 11 can build mastercraft objects using that skill.
(+1 size); BAB +0; CMB –4; CMD 11; Att +1 With Craft (electronic), the Techie can build
melee; Full Att +1 melee or +1 ranged; FS 5 ft. electronic devices. With Craft (mechanical), the
by 5 ft.; Reach 5 ft.; SQ construct; AL none; SV Techie can build mechanical devices, including
Fort +0, Ref +0, Will +0; Str 10, Dex 10, Con —, weapons.
Int —, Wis 10, Cha 10. On average, it takes twice as long to build a
Skills: None (unless programmed by a Techie). mastercraft object as it does to build an ordinary
Feats: None. object of the same type.
External Components: Audio/visual sensor, When successfully completed, a mastercraft
manipulator arms. object provides a +1 bonus to its quality
Construct the Electronics: The next step is to compared to an ordinary object of the same type.
build the internal electronics for the robot and All weapons and armor, and certain other types
install them in the frame. The DC is based on the of equipment, such as computers and electronic
size of the robot and modified by the number of devices, can be constructed as mastercraft
components that need to be wired together. For a objects.
Diminutive robot, the DC is 20. For a Tiny robot, This ability replaces poison resistance +6.
the DC is 15. Add +1 to the DC for each external At 10th level, the Techie can add the mastercraft
component and +2 for the remote link. Make the ability to another Craft skill, or he or she can
Craft (electronic) check. improve his or her ability in the skill selected at
It takes a Techie 12 hours to wire a Diminutive 8th level, so that his or her mastercraft objects
robot or 6 hours to wire a tiny robot. provide a +2 bonus.
Program the Robot: The Techie programs the This ability replaces poison immunity.
robot as the final step. Decide how many ranks of At 18th level, the Techie adds another +1 bonus
the appropriate skill to program into the robot, to his or her mastercraft ability. If the Techie
up to the number of ranks the Techie has in the focuses his or her ability on one Craft skill, his or
skill. A Techie’s robot can only contain her mastercraft objects now provide a +3 bonus.
programming for one skill. Make the Knowledge If the Techie already has the ability for both Craft
(technology) check to program the robot. skills, he or she chooses which one to improve to
The DC for the Knowledge (technology) check is a +2 bonus.
20, modified by the number of ranks the Techie This ability replaces instant alchemy.
wants to program into the robot (+1 to the DC The Craft DC for a mastercraft object is the same
for each rank). It takes 1 hour to program the as for a normal object of the same type, as
robot. described in the Craft skill, with the following
Reprogramming: A robot can be reprogrammed modification: For a +1 object, add +3 to the
at any time. Doing this requires 1 hour of work Craft DC; for a +2 object, add +5 to the Craft
and a Knowledge (technology) check (DC 20 + DC; and for a +3 object, add +10 to the Craft
the number of ranks programmed into the robot). DC.
This ability replaces poison resistance +4.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
BAR BA R IAN action when the situation calls for it. The
Bodyguard can change his or her place in the
The following are archetypes for the Barbarian initiative order, moving higher in the count by a
class. number less than or equal to his or her class
level, as the Bodyguard sees fit. The Bodyguard
can declare the use of this ability at the start of
BO DY GU ARD
any round, before anyone else takes an action.
Archetype Features This ability replaces Trap sense +1.
The following features pertain to the Bodyguard
archetype. IMPROVED CHARGE

A Bodyguard of 5th level or higher can make a


HARM’S WAY
charge without having to move in a straight line.
At 1st level, once per round, if the Bodyguard is All other charge rules apply, but the Bodyguard
adjacent to an ally who is targeted by a direct can alter his or her direction when making a
melee or ranged attack (but not an area effect), charge to avoid obstacles.
the Bodyguard can subject him or herself to the This ability replaces improved uncanny dodge.
attack in the ally’s stead. If the attack hits the
Bodyguard, he or her takes damage normally. If DEFENSIVE STRIKE
it misses, it also misses the ally.
The Bodyguard must declare his or her intention At 6th level, if an opponent makes a melee attack
to place him or herself in harm’s way before the against the Bodyguard and misses while the
attack roll is made. The Bodyguard selects his or Bodyguard is using the total defense option, the
her ally either prior to combat or immediately Bodyguard can attack that opponent on his or her
after the Bodyguard makes his or her initiative next turn (as an attack action) with a +4 bonus
check. The Bodyguard can’t change his or her ally on his or her attack roll. The Bodyguard gains no
for the duration of the combat. bonus against an opponent who doesn’t attack
This ability replaces Fast movement. the Bodyguard or against an opponent who

makes a successful attack.

This ability replaces Trap sense +2.

COMBAT SENSE

This ability allows a Bodyguard of 2nd level or BLANKET PROTECTION


higher to designate a single opponent during his
or her action and receive a +1 competence bonus At 12th level, a Bodyguard can use his expertise
on attacks against that opponent. The Bodyguard to provide protection for up to six allies (not
can select a new opponent on any action. including himself) within sight and voice range of
This ability replaces uncanny dodge. his position.
At 9th level, the competence bonus increases to The Bodyguard spends 1 Hero Point and takes a
+2. full-round action to issue orders and directions.
This ability replaces Trap sense +3. Doing this provides the Bodyguard’s allies with a
+1 insight bonus to Defense for 3 rounds.
This ability replaces Trap sense +4.
SUDDEN ACTION
At 15th level this ability is a move action.
Once per day, a Bodyguard of 3rd level or higher This ability replaces Trap sense +5.
can focus his or her effort to burst into sudden At 18th level this ability is a swift action.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
This ability replaces Trap sense +6. Focus feat. He gets a +2 bonus on all damage

rolls with the chosen weapon. Should the Street

STR E E T WARR IO R Warrior not have a Weapon Focus, he does not

get this ability until such a time that he gains

The following features pertain to the Street


Weapon Focus.

Warrior archetype.
This ability replaces Trap sense +2.

URBAN SURVIVAL
IMPROVISED WEAPON DAMAGE

At 1st level, the Street Warrior gains a +4


At 9th level, the Street Warrior’s attacks with

competence bonus on Survival checks in urban
improvised weapons deal more damage. He

areas, which includes the ability to follow tracks,


treats an improvised weapon as one size

hunt feral animals, find (or lose) individuals in


category larger than it is for the purpose of

urban maze, find safe places to crash, and avoid


determining the damage it deals.

hazards peculiar to a city environment.


This ability replaces Trap sense +3.

This ability replaces Fast movement.

ADVANCED STREETFIGHT ING

IMPROVISED WEAPONS

At 12th level, the extra damage provided by the

At 2nd level, the Street Warrior becomes an


Street fighting feat increases to 1d4+4.

expert at using improvised weapons. The Street


This ability replaces Trap sense +4.

Warrior does not take a –4 penalty on attack rolls


At 15th level this increases to 1d4+6.

when wielding an improvised weapon.


This ability replaces Trap sense +5.

This ability replaces uncanny dodge.


At 18th level this increases to 1d4+8

This ability replaces Trap sense +6.

STREET CRED

BARD
At 3rd level, the Street Warrior adds +4 to his

Fame score.
The following are archetypes for the Bard class.

This ability replaces Trap sense +1.

AMBA SSAD OR

IMPROVED STREETFIGHTING

The following class features pertain to the

At 5 level, the Street Warrior gains the Street

th Ambassador archetype. This archetype removes

fighting feat. In addition, the extra damage


the spellcasting class ability.

provided by the Street fighting feat increases to

1d4+2.
DIPLOMATIC IMMUNITY

This ability replaces improved uncanny dodge.

Starting at 1st level, if the Ambassador is

arrested for a crime, she can make a Diplomacy

WEAPON SPECIALIZATION

check to invoke her diplomatic credentials and

At 6th level, the Street Warrior gains weapon


not suffer the usual legal penalty or punishment.

specialization with a specific melee weapon


The severity of the crime determines the DC of

(including unarmed strike). The weapon must be


the Diplomacy check, and how authorities react if

one in which the Street Warrior has a Weapon


the Ambassador succeeds. See Table: Diplomatic

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Immunity for Diplomacy check DCs based on the OPEN ARMS
severity of the crime.
If one of the Ambassador’s consuls (see the Beginning at 2nd level, the Ambassador is skilled
select consul class feature, below) is arrested for at initiating peaceful negotiations. She may add a
a crime and unable to secure her own release, competence bonus equal to one-half her
the Ambassador may intercede on the consul’s Ambassador level on all Diplomacy checks.
behalf. One may aid the other’s Diplomacy check. This ability replaces versatile performance.
An Ambassador who routinely invokes the
privilege of diplomatic immunity—either on her INFORMATION ACCESS
own behalf or to protect her selected consuls—is
likely to be recalled or terminated by those she Starting at 6th level, the Ambassador can acquire
has sworn to represent. Faction items from factions she is unaffiliated
Table: Diplomatic Immunity with, provided she is dealing with Factions that
Effect of are helpful, friendly, indifferent, or unfriendly
Severity Successful
Examples DC toward her or those she represents. Prestige
of Crime Diplomacy
Check points are spent normally as if the Ambassador
–2 penalty on
Disturbing the peace,
subsequent was part of the Faction. Dealing with Factions
public intoxication,
Class 5
non-injurious traffic
15 Diplomacy that are hostile the Ambassador are still
checks in that
violation unavailable.
area

Possession of
This ability replaces versatile performance.
controlled substance,
injurious traffic
–5 penalty on
violation, operating
subsequent STIPEND
business without a
Class 4 20 Diplomacy a
license, operating a
vehicle without a
checks in that Skilled diplomats are well paid for their loyalty
area
license, assault and dedication, and they are accustomed to
without a deadly
weapon

traveling in style. At 10th level, and again at 15th


Attempted bribery of a
level, the Ambassador gains a one-time Wealth
public official, robbery bonus +4 to a Profession skill.
–10 penalty on
or grand theft, aiding
subsequent This ability replaces versatile performance.
and abetting a known
Class 3 25 Diplomacy
felon, assault with a
checks in the
deadly weapon,
area
possession of a RESTRICTED ACCESS
concealed weapon

Murder or

manslaughter, fraud,
At 14th level, the Ambassador gains clearance to
Deportation
Class 2
smuggling, assault
30 within 2d6
access restricted files or classified information
against a public
hours from any source that recognizes her faction. She
official, trafficking in

controlled substances
gains a +5 bonus on Knowledge (technology)
Detention checks made to defeat computer security and a
Conspiracy against the pending the
government, murder diplomatic
+5 bonus Fame bonus.
Class 1 of a public official, 35 action by
This ability replaces versatile performance.
sabotage of public character’s

utilities affiliated

government

SELECT CONSULS

This ability replaces Bardic knowledge. At 18th level, the Ambassador may appoint a
number of individuals equal to her Fame bonus
as “consuls” or “attachés.” These appointed

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individuals gain all the benefits of the diplomatic SHADOW RESOURCES
immunity, information access, and restricted
access class features (described above). The At 6th level, the Arcane Arranger is well-enough
Ambassador may revoke these privileges at any wired into the social system to be able to get the
time and appoint replacement consuls as she names and numbers of individuals with particular
sees fit. It takes 1d4 hours for an Ambassador to abilities and talents. Even if away from his home
invoke or revoke a consul’s or attaché’s stomping ground a phone call can produce a
privileges. contact with the needed resource. Make a level
This ability replaces versatile performance. check plus charisma modifier. The difficulty of
this task is based on how common the required
abilities are:
ARCA N E A RRA NG E R

The following features pertain to the archetype. Common Skill (Ride, Pilot, Treat
DC 10
Injury)

Uncommon Skill (subgroups of

WORD ON THE STREET


other skills such as Knowledge or DC 15
Craft
At 2nd level, the Arcane Arranger filters
Rare Skill (skills available for a
information constantly and remembers particular class—Spellcraft, Use DC 20
everything. Through regular contacts, gossip, Magic Device)
internet chats, and other situations, he has a Specific Feat DC 20
deep knowledge of everyday things. The Arcane Class Feature (spellcasting, turn
DC 20
Arranger can make a Perception check on general undead)
or specific information instantaneously. Specific Combination of Skills,
Feats, and Abilities (someone with
Protected information requires 1d4+1 hours for a DC 25
Knowledge (business) and the
check. ability to cast the augury spell)
This ability replaces versatile performance. Finding someone willing to
perform activities secretly or DC +5
illegally
FALSE ALLEGIANCE
Add
Finding someone with a specific desired
At 4 level, the Arcane Arranger fits in with
th
level of ability ranks to
whatever group he chooses to be with. The DC
Arcane Arranger can successfully emulate a
Faction he knows about. He gains the +2 A successful check indicates that the individual is
circumstance bonus on Charisma-based skills available, and the Arcane Arranger knows about
when dealing with an individual of the same him. It does not guarantee the character
Faction. The Faction and its bonus is considered contacted will be willing to perform the requested
in effect until a check is failed, at which point the service—the party requesting the service must
false Faction is revealed. Supernatural and spell- still negotiate for that person’s services. An
like abilities that determine allegiance are not unsuccessful check means that no such individual
affected by the Arcane Arranger’s false allegiance is immediately known or available to the Arcane
ability. Arranger. This does not negate trying again for a
different skill, nor from trying to locate a skill
resource through more traditional methods. The
resource the Arcane Arranger knows about will

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have total ranks in the needed skill of at least the This ability replaces versatile performance.
Arcane Arranger’s level +3.
This ability replaces versatile performance. GLAM OU R IS T

PACK RAT The following features pertain to the Glamourist


archetype.
At 10th level, the Arcane Arranger is considered
to have considerable material resources either at SELF-CONFIDENCE
hand or easily and cheaply acquired. When the
Arcane Arranger needs to determine if a The Glamourist treats any talent where Charisma
particular item is “at hand,” he can use any social is a factor increasing the variables of the Talent
skill to acquire the item with a DC is 10 + 1 per by one level that it modifies.
$1,000 (round up). This ability replaces Bardic knowledge.
This ability replaces versatile performance.
HIDDEN MOTIVES
EXPERT IN YOUR FIELD
At 2nd level, the Glamourist increases her ability
At 14th level, the Arcane Arranger is considered a to hide her motives and intentions. She gains a
master of connections, such that his reputation circumstance bonus equal to her Glamourist
precedes him in his dealings with others. The levels when using Bluff against a Sense Motive
Arcane Arranger gains a circumstance bonus skill. In addition, the DC for Bluff checks against
equal to his Fame when making skill checks that her is increased by her levels of Glamourist.
are directly involved with social skills. This ability replaces versatile performance.
This ability replaces versatile performance.
HIDDEN ALLEGIANCE
UP MY SLEEVE
At 6th level, the Glamourist gains the
At 18th level, the Arcane Arranger gains the supernatural ability to suppress her loyalties,
supernatural ability to pull a specific item out of even from spells and abilities. In cases where
thin air. As a move action, the Arcane Arranger such divinations are made, the Glamourist gains
may cause any item currently in his possession a Will save (DC 15 + the character level of the
(with a size no greater than Small) to disappear individual making the attempt) to negate the
into an extra-dimensional space. The item attempt. Negated attempts reveal either no
becomes impossible to detect by any means, allegiance or a lack of the sought-for allegiance,
however detect magical aura spells will reveal a as applicable for the ability or spell.
moderate magical aura around the hand that last This ability replaces versatile performance.
held the item. As a move action, the Arcane
Arranger can cause the item to reappear in his AUDIENCE
hand. The Arcane Arranger may only hide one
item at a time in this fashion. At 10th level, the Glamourist may extend any
charisma based talents to a number of targets
At 20th level, the Arcane Arranger may use this equal to her levels. Individual targets are
ability to hide a single object of up to Large size otherwise affected as described under the
or up to three objects of up to Small size (each of charisma based talent.
which may be retrieved individually). This ability replaces versatile performance.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
DAZE
either a move or standard action if either side in
the negotiation (other than the Negotiator)
At 14th level, the Glamourist gains the spell-like
decides to start hostilities. The Negotiator gets to
ability to daze individuals of her choice. This
act before any initiative checks are made, in
ability may be used once per day, and functions
effect giving him the benefit of surprise.
identically to the daze, mass spell.
This ability replaces versatile performance.
This ability replaces versatile performance.

TALK DOWN
UTTERLY CONVINCING

A Negotiator of 6th level or higher can talk his


At 18th level, the Glamourist is a master at
way out of trouble. Either prior to the start of
convincing people. Whenever the Glamourist
hostilities or during combat, the Negotiator can
spends a Hero Point to improve Charisma-based
talk down a single opponent within 15 feet of his
skill checks, she adds an additional 1d6 per Hero
position or otherwise able to hear the
Point spent to the result.
Negotiator’s voice. The target must be able to
This ability replaces versatile performance.
understand the Negotiator. That opponent
immediately stops fighting and reverts to an
CHARM PERSON
indifferent attitude regarding the Negotiator and
the situation in general. Any hostile action by the
At 20th level, the Glamourist gains the spell-like
Negotiator or by one of the Negotiator’s allies
ability to charm monster, mass once per day.
directed at the opponent allows the opponent to
This ability functions identically to the charm
act as he sees fit.
monster, mass spell.
To initiate this talent, the Negotiator must spend
This ability replaces Deadly performance.
a full-round action talking to his opponent. The
opponent makes a Will saving throw. The DC is
N EG O T IA T OR
equal to 10 + Negotiator’s ½ class level +
Negotiator’s Charisma bonus. If the save fails,
All of the following are features of the Negotiator
the opponent stops fighting. If the save
archetype. This archetype removes the
succeeds, the opponent continues as normal.
spellcasting class ability.
This ability replaces versatile performance.
At 18th level, a Negotiator can talk down a
CONCEAL MOTIVE
number of opponents equal to his or her
Charisma bonus within 15 feet of his or her
A Negotiator gets to add a bonus equal to his
position or within 15 feet of a television, radio, or
level whenever he opposes a Sense Motive check.
telephone broadcasting the Negotiator’s
This ability replaces Bardic knowledge.
message.

This ability replaces versatile performance.

REACT FIRST
At 20th level, the range extends to 30 feet and

covers all opponents who can hear and

Starting at 2nd level, a Negotiator gains the


understand the Negotiator’s voice.
ability to react first when trying to make a deal or
This ability replaces Deadly performance.
mediate a settlement. The Negotiator must make

contact and speak to the participants prior to the

start of combat. If he does this, he gains a free

readied action that allows the Negotiator to make

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NO SWEAT UNLIMITED ACCESS

Starting at 10th level, whenever a Negotiator When others would normally make a Diplomacy
spends 1 Hero Point that involves a dice roll, he check or Bluff check to smooth-talk or trick their
rolls an additional dice of the same type. The way into a private party or invitation-only event,
Negotiator can then select the highest die roll. the Personality adds a bonus equal to his or her
This ability replaces versatile performance. Personality level.
When a Personality buys a ticket to a show or for
SOW DISTRUST transportation, he or she can make a Diplomacy
check to get that ticket upgraded. DCs are given
A Negotiator of 14th level or higher can turn one below.
character against another. The Negotiator must Diplomacy
Upgrade
spend a full-round action and know the name of DC
the character he is attempting to persuade as Seat at sporting event to field
10
well as the name of the character toward whom pass
Hotel room to suite 15
the target’s distrust will be directed. The target
Concert or theater ticket to
must be able to hear and understand the 20
backstage pass
Negotiator. Economy transportation to
The target makes a Will save. The DC is equal to 25
first-class
10 + Negotiator’s 1/2 class level + Negotiator’s This ability replaces Bardic knowledge.
Charisma bonus. If the target fails the save, his
attitude toward the other designated character BONUS CLASS SKILL
worsens by one step: helpful turns to friendly,
friendly to indifferent, indifferent to unfriendly, At 2nd, 6th, 10th 14th and again at 18th level, the
unfriendly to hostile (see the Diplomacy skill). Personality gains one new class skill.
The target makes a Will save whenever the This ability replaces spell casting.
Negotiator uses this talent against him. As long
as the target continues to fail the Will save, the ROYALTY
Negotiator can continue taking full-round actions
to worsen the target’s attitude toward a At 6th, 10th, 14th and 18th level, a Personality’s
designated character. When the target’s attitude activities in the public eye generate extra
drops to hostile, he attacks the designated income. This income provides a Wealth bonus
character. increase of +4 to a Profession skill.
A successful Will save doesn’t restore previous This ability replaces versatile performance.
attitude shifts, but it does render the target
immune for 24 hours to further attempts by the WINNING SMILE
Negotiator to sow distrust.
This is a Mind-Affecting ability. At 10th level, a Personality develops such a force
This ability replaces versatile performance. of personal magnetism that he or she can
convince a single target to regard him as a
PE RS ONALIT Y trusted friend. (If the target is currently being
threatened or attacked by the Personality or his
The following features pertain to the Personality or her allies, this ability won’t work.)
archetype. This archetype removes the The target makes a Will saving throw to avoid
spellcasting class ability. being persuaded by the Personality’s words and

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
actions. The DC is 10 + Personality’s ½ class Hope: The target gains a +2 morale bonus on
level + Personality’s Charisma bonus. saving throws, attack rolls, ability checks, skill
This ability doesn’t enable the Personality to checks, and weapon damage rolls.
control the target, but the target perceives the Rage: The target gains a +2 morale bonus to
Personality’s words and actions in the most Strength and Constitution, a +1 morale bonus on
favorable way. The Personality can try to give the Will saves, and a –1 penalty to Armor Class. In a
target orders, but he must win an opposed dramatic situation, the target is compelled to
Charisma check to convince the target to perform fight, regardless of the danger.
any actions the target wouldn’t normally This ability replaces versatile performance.
undertake. The target never obeys suicidal or
obviously harmful orders, and any act by the CAVA L IER
Personality or his allies that threatens the target
breaks the mood and clears the target’s head. The following is an archetype for the Cavalier
Otherwise, a target remains won over for 1
class.
minute per Personality level.

After the duration expires, the GM determines


FIEL D OFF IC ER
the reaction and attitude of the target based on

what the Personality compelled the target to do.


The following class features pertain to the Field
This is a Mind-Affecting ability.
Officer archetype.
This ability replaces versatile performance.

LEADERSHIP
COMPELLING PERFORMANCE

By providing supervision and guidance, a Field


At 14th level, a Personality’s force of personal
Officer can improve an ally’s chances of
magnetism increases to the point that he or she
succeeding at a skill check. Instead of making a

can arouse a single emotion of his choice—


skill check to aid another, the Field Officer makes

despair, hope, or rage—in a target. To use this


a Diplomacy check (DC 10). He cannot take 10 or

ability, the Personality must spend 1 Hero Point.


take 20 on the check. Success grants a

The emotion he arouses affects one target within


competence bonus on the ally’s skill check equal

15 feet of the Personality (or within 15 feet of a
to the Field Officer’s Charisma bonus or Fame,

television, radio, or telephone that broadcasts the


whichever is greater. The ally must be within

Personality’s performance). The performance sight and hearing distance of the Field Officer and

requires a full-round action, and its effects on the must be able to understand him.

target last for 1d4+1 rounds. A Field Officer cannot use this ability on himself.

The target makes a Will saving throw. The DC is This ability replaces mount.

10 + Personality’s ½ class level + Personality’s


Charisma bonus. If the target succeeds at the UNCANNY SURVIVAL

saving throw, he or she is immune to the


compulsion of this performance. If the target Beginning at 3rd level, a Field Officer can add

fails, he or she reacts to the emotion as one-half his class level to his Armor Class for 1

described below. round, once per day. (The bonus applies to the

Despair: The target takes a –2 morale penalty on Field Officer’s touch and flat-footed Armor Class,

saving throws, attack rolls, ability checks, skill as well.) He must declare he is doing this at the

checks, and weapon damage rolls. beginning of his turn, and the Armor Class bonus

lasts until his next round of actions.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
This ability replaces Cavalier’s charge. COMMANDING PRESENCE

At 12th level and beyond, a Field Officer can use


TACTICAL EXPERTISE
an attack action and his commanding presence to
Starting at 4th level, as a full-round action, a enable an ally or weaken a single foe’s resolve.
Field Officer can use his tactical knowledge to Enabling an ally requires an attack action and a
coordinate allies. Allies to be affected must be successful Diplomacy check (DC 20). If the check
within sight and hearing distance of the Field succeeds, the Field Officer can negate any one of
Officer and must be able to understand him. the following harmful conditions affecting a single
The Field Officer must make a Knowledge ally: cowering, dazed, fatigued, nauseated,
(tactics) check with a DC equal to 15 + the panicked, shaken, or stunned. The ally to be
number of allies affected. He cannot take 10 or affected must be within sight and hearing
take 20 on the check. If the check succeeds, all distance of the Field Officer and must be able to
affected allies gain a competence bonus on attack understand him.
rolls or a dodge bonus to Armor Class equal to The Field Officer cannot use this ability on
the Field Officer’s Fame. The Field Officer chooses himself.
which of the two benefits to impart and must Weakening a foe’s resolve requires an attack
impart the same benefit to all affected allies. The action and a successful Intimidate check (DC =
benefits last for 1 round. target’s level check). If the check succeeds, the
If the check fails, the Field Officer’s allies gain no target is shaken for a number of rounds equal to
benefit, but the action is still spent. 1d6 + one-half the Field Officer’s class level +
A Field Officer cannot apply the benefits of this the Field Officer’s Charisma modifier. The target
ability to himself. must be within sight and hearing distance of the
This ability replaces expert trainer. Field Officer and must be able to understand him.
A target that resists the Field Officer’s attempt to
AUGUST LEADERSHIP weaken its resolve is immune to the Field
Officer’s use of this ability for 24 hours.
The Field Officer gains this ability at 6th level. It This ability replaces Bonus feat.
works like the leadership ability (see above),
except the Field Officer adds his Charisma bonus ACTION TRUST
and his Fame to the ally’s skill check.
This ability replaces Bonus feat. At 20th level, the Field Officer’s mere presence
inspires, safeguards, and motivates his allies.
TACTICAL MASTERY As a free action, a Field Officer may spend one of
his Hero Points to modify an ally’s attack roll, skill
At 11th level, the Field Officer requires less time check, ability check, level check, or saving throw
to direct his allies. This ability is similar to tactical result by +2d6 (applying a bonus of +2 to +12).
expertise (see Tactical Expertise, above) but The ally to be affected must be within sight and
requires a standard action instead of a full-round hearing distance of the Field Officer to gain the
action. benefits of the Field Officer’s spent Hero Point. A
This ability replaces Mighty charge. Field Officer may use this ability once per round,
and not on himself (he gains the normal benefits
for spending a Hero Point on himself).
Any character may transfer some or all of her
Hero Points to the Field Officer as a free action.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
The Field Officer must consent to the transfer,
number of times per day the Acolyte can make a
and these Hero Points become the Field Officer’s
turning attempt does not increase.
to spend as he sees fit.

This ability replaces Supreme charge.


TURN OR REBUKE OUTSIDER

CL ER IC At 10th level, the Acolyte gains the supernatural


ability to affect outsiders. This ability works just
The following is an archetype for the Cleric class. like turning undead and magical beasts, except
the creature type is outsider. Outsiders, unlike
AC OL YT E undead creatures, can’t be destroyed or
commanded. All other rules pertaining to turning
The following class features pertain to the Acolyte
apply. The number of times per day the Acolyte
archetype.
can make a turning attempt does not increase.

DIVINE SKILLS
MAXIMIZE SPELL

The Acolyte at 1st level gains a +2 bonus to


At 12th level, an Acolyte gains the Maximize Spell
Knowledge (Religion) and Spellcraft.
feat.
If you have 10 or more ranks in one of these

skills, the bonus increases to +4 for that skill.


DRU ID
This ability replaces spontaneous casting.

The following is an archetype for the Druid class.


TURN OR REBUKE UNDEA D

WILD -L ORD
Starting at 2nd level, an Acolyte gains the Turn

Undead feat.
The following class features pertain to the Wild-
lord archetype.
SPONTANEOUS CASTING

FAST CLIMB
An Acolyte of 4th level gains the class ability

spontaneous casting.
At 3rd level, the Wild-lord becomes an expert at
climbing. A successful Climb check allows her to
COMBAT CASTING
move her full speed rather than at half speed
when climbing.
At 6th level, the Acolyte gains the Combat Casting
This ability replaces Trackless step.
feat.

RESIST VENOM
TURN OR REBUKE MAGIC AL BEAST

At 4th level, the Wild-lord gains +4 resistance


At 8th level, the Acolyte gains the supernatural
bonus on saving throws against natural poisons.
ability to affect magical beasts. This ability works
This ability replaces Resist Nature’s Lure.
just like turning undead, except the creature type

is magical beast. Magical beasts, unlike undead

creatures, can’t be destroyed or commanded. All


other rules pertaining to turning apply. The

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
SKILL MASTERY This ability replaces A Thousand Faces.

At 5th level, the Wild-lord designates one skill


COMMAND/REBUKE MAGICAL BEASTS
from her class skills. When making a check with
this skill, the Wild-lord may take 10 even if stress At 15th level, the Wild-lord may spend a Hero

and distractions would normally prevent her from Point (in place of channel positive energy) to turn

doing so. She becomes so certain in the use of magical beasts. This functions in the same

this skill that she can use it reliably even under manner as the ability to turn undead feat.

adverse conditions. This ability replaces Timeless body.

EXPERT IN YOUR FIELD FIGH T ER

At 7th level, the Wild-lord is considered to be a The following are archetypes for the Fighter

master of nature lore, animals, and plants. The class.

Wild-lord gains a circumstance bonus equal to


her Fame when making skill checks that are ARC HA IC W EA PONS -MAS TER

directly involved with her knowledge of the


natural world. Such skills would include The following class features pertain to the Archaic

applicable Knowledge skills, as well as such social Weapons-master archetype.

skills as Intimidate and Bluff when animals are


involved. WEAPON FOCUS

At 1st level, the Archaic Weapons-master gains

COMMAND/REBUKE ANIMA LS
the Weapon Focus feat.

At 11th level, the Wild-lord may spend a Hero This ability replaces Bonus feat.

Point (in place of channel positive energy) to


turn, command, or rebuke animals. This WEAPON SPECIALIZATION

functions in the same manner as the ability to


turn undead feat. At 2nd level, the Archaic Weapons-master gains

the Weapon Specialization feat.

This ability replaces Bonus feat.

TRANSFORM COMPANION

At 13th level, the Wild-lord gains the IMBUE WEAPON

supernatural ability to transform her animal


companion into a small, inert object, such as a At 4th level, the Archaic Weapons-master may

charm, a totem, or a stuffed animal, that may be treat any archaic weapon she wields and has

carried around. While in object form, the Weapon Focus with as a +1 magic weapon for

transformed companion has the properties of the purposes of striking creatures with damage

item. reduction. This does not grant the weapon a +1

The Wild-lord may, as a move action or part of a bonus, but only allows it to circumvent damage

move action, cast the object to the ground and reduction.

cause it to immediately take its original form. The At 8th level, the Archaic Weapons-master may

transformed creature is considered a magical treat any archaic weapon she wields and has

beast as long as it remains the Wild-lord’s Weapon Specialization with as a +2 magic

companion. weapon for purposes of striking creatures with

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
damage reduction. This does not grant the FIEL D M ED IC
weapon a +2 bonus, but only allows it to
circumvent damage reduction. The following class features pertain to the Field
This ability replaces Bonus feat. Medic archetype.

QUICK WEAPON DRAW MEDIC SPECIALIST

At 6th level, the Archaic Weapons-master gains At 1st level, the Field Medic gains Heal as a class
the Quick Draw feat. skill and receives a competence bonus on Heal
This ability replaces Bonus feat. checks. At 1st level, the bonus is +1. It increases
to +2 at 5th level, a +3 at 8th level, a +4 at 13 th
level, and a +5 at 18th level.
EXPERT IN YOUR FIELD
This ability replaces Bonus feat.
At 10th level, the Archaic Weapons-master is
considered to be a master of her particular EXPERT HEALER
weapon, whether this is as a scholar with a
detailed knowledge of the weapon’s history, or as At 2nd level and higher, the Field Medic’s ability
a practitioner, such as a professional archer. to restore hit points with a healer’s kit and a
Starting with 10th level, the Archaic Weapons- successful use of the Heal skill improves. In
master gains a circumstance bonus equal to her addition to the normal hit point recovery rate, the
Fame on skill checks that are directly involved Field Medic restores 1 extra hit point for every
with her knowledge and her Performance Combat level he has.
with the weapon. Such skills would include This ability replaces Bonus feat.
applicable Knowledge skills, as well as such social
skills as Intimidate, Bluff and all her Performance MEDIC MASTERY
Combat rolls.

This ability replaces Bonus feat.


When making a Heal skill check, a Field Medic of
4th level or higher, provokes no attacks of
opportunity, and can take 10 on the check.
WEAPON STUN
This ability replaces Bonus feat.
At 12th level, the Archaic Weapons-master can
use his weapon to deal nonlethal damage, MINOR MEDIC MIRACLE
without taking the –4 penalty on attack rolls. The
Archaic Weapons-master must have Weapon At 6th level or higher, a Field Medic can save a
Specialization in the weapon to use it in this character reduced to –10 hit points or lower. If
fashion. the Field Medic is able to administer aid within 3
This ability replaces Bonus feat. rounds of the character’s death, he or she can
make a Heal check. The DC for this check is 30,
and the Field Medic can’t take 10 or take 20. If
INCREASED WEAPON CRITICAL
the check succeeds, the dead character can make
At 14th level, the Archaic Weapons-master gains a Fortitude save (DC 15) to stabilize and be
the Impaling Critical feat. restored to 0 hit points.
This ability replaces Bonus feat. If the Field Medic fails the skill check or the
patient fails the save, the dead character can’t be
saved.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
This ability replaces Bonus feat. IMPROVED CRITICAL

At 6th level, the Soldier gains the Impaling Critical

MEDIC MIRACLE
feat.

At 8th level, a Field Medic can revive a character This ability replaces Bonus feat.

reduced to –10 hit points or lower. If the Field


Medic is able to administer aid within 3 minutes IMPROVED REACTION

of the character’s death, he or she can make a


Heal check. The DC for this check is 40, and the At 8th level, a Soldier gains the Improved

Field Medic can’t take 10 or take 20. If the check Initiative feat.

succeeds, the dead character can make a This ability replaces Bonus feat.

Fortitude save (DC 20) to stabilize and be


restored to 1d6 hit points. GREATER WEAPON SPECIALIZATION

If the Field Medic fails the skill check or the


patient fails the Fortitude save, the dead At 8th level, a Soldier gains the Weapon

character can’t be restored. Specialization, Greater feat.

This ability replaces Bonus feat.

CRITICAL STRIKE

SO LD IER

At 10th level, a Soldier gains the ability to

The following class features pertain to the Soldier


automatically confirm a threat as a critical hit

archetype.
when attacking with the weapon he or she has

applied weapon specialization to, eliminating the

need to make a roll to confirm the critical hit.

WEAPON FOCUS

This ability replaces Bonus feat.

At 1st level, a Soldier gains the Weapon Focus

feat.
GU NS L IN G E R
This ability replaces Bonus feat.

The following are new Deeds for the Gunslinger

class.

WEAPON SPECIALIZATION

At 2nd level, a Soldier gains the Weapon


CLOSE COMBAT SHOT

Specialization feat.

This ability replaces Bonus feat.


At first level, the Gunslinger gains the ability to

make a ranged attack with a Medium-size or

smaller firearm while in a threatened area

TACTICAL AID

without provoking an attack of opportunity.

At 4th level, as a full-round action, the Soldier

provides tactical aid to all of his allies (including


DEFENSIVE POSITION

himself) within sight and voice range of his

position. This use of tactical aid requires a Hero


At 3rd level, as long as the Gunslinger has at

Point. This aid provides a +1 competence bonus


least 1 grit point, gains an additional +2 cover

on attack rolls. The bonus lasts for a number of


bonus to Armor Class and an additional +2 cover

rounds equal to one-half of the Soldier’s level,


bonus on Reflex saves whenever he has any form

rounded down.
cover.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
LIGHTNING SHOT artist adds his or her class level as a bonus to the
damage he or she deals with an unarmed strike.
At 3rd level, as long as the Gunslinger has at This ability replaces Bonus feat.
least 1 grit point, a Gunslinger can make a flurry
of ranged attacks with a firearm at the expense
IRON FIST
of accuracy. With a lightning shot, the Gunslinger
may make one extra ranged attack with a firearm At 6th level, a Martial Artist gains the ability to
in a round at his highest base attack bonus. This spend 1 Ki Point to increase the level damage
attack and each other attack made in the round category he deals with a single unarmed strike by
take a –2 penalty. This ability can only be used one category higher. The martial artist declares
when taking the full attack action. The penalty the use of the Ki point after making a successful
applies to all attacks for one full round, including unarmed strike.
attacks of opportunity. At 10th level, this ability improves. The Martial
Artist now adds increase the level damage
SHARP SHOOTING category to all successful attacks he or she
makes in a round.
At 7th level, as long as the gunslinger has at least This ability replaces Bonus feat.
1 grit point, if the Gunslinger uses a firearm to
attack a target; the cover bonus to the target’s PALAD IN
Armor Class is reduced by 2.
The following is an archetype for the Paladin
BULLSEYE class.

At 11th level, as long as the gunslinger has at SHA D OW S LA YER


least 1 grit point, a Gunslinger becomes so adept
at using firearms that the gunslinger’s attacks The following features pertain to the Shadow
with firearms can deal extra damage. With a Slayer archetype. This archetype removes the
successful attack, before damage is rolled, the spellcasting class ability.
gunslinger can spend 1 Hero Point to deal +3d6
points of damage. DETECT SHADOW

MO NK A Shadow Slayer is uncannily aware of the


denizens of Shadow and the true nature of
The following is an archetype for the Monk class. reality. Once per day per level, the Shadow
Slayer can sense the presence of a denizen of
MAR T IA L A RT IST Shadow. In most campaigns any creatures other
than humans, animals, and vermin are
The following features pertain to the Martial Artist considered denizens of Shadow. Using this talent
archetype. is a standard action that requires concentration.
It has a range of 30 feet and lasts as long as the
FLYING KICK Slayer concentrates, up to a number of rounds
equal to the Slayer’s level.
Starting at 2nd level, a Martial Artist can use a The amount of information gleaned by this
charge to deliver a devastating flying kick to an uncanny awareness depends on how long the
opponent. At the end of this charge, the martial Slayer focuses his attention.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
1st Round: Presence or absence of Shadow Each round, a Shadow Slayer can turn to detect

creatures. the presence of Shadow in a new area. The

2nd Round: Number of Shadow auras (creatures ability can penetrate barriers, but 1 foot of stone,

or objects of Shadow) in the area and the power 1 inch of metal, or 3 feet of wood or dirt blocks

of the strongest Shadow aura present. If the it.

power of the strongest Shadow aura is This ability replaces detect evil.

“overwhelming,” and has a rating of at least


twice the Shadow Slayer’s level, the Slayer is SHADOW IMMUNITY

stunned for 1 round and the use of this ability


ends. While stunned, the Slayer can’t act, he At 2nd level, a Shadow Slayer gains damage

loses any Dexterity bonus to Armor Class, and reduction against the natural weapons of the

attackers gain a +2 bonus on attacks made denizens of Shadow (claws, bite, and so on).

against him. Shadow immunity doesn’t reduce the damage


3rd Round: The power of each Shadow aura in dealt by firearms, melee weapons, or hazardous
the area becomes clear. If an aura is outside the effects. The damage reduction is equal to one-
Slayer’s line of sight, then he discerns its half of the Slayer’s level, rounded down.
direction but not its exact location.
This ability replaces Divine grace.
Shadow Aura: A creature of Shadow emanates an

aura that links it to the supernatural dimension.


SHADOW ENEMY
The power of a Shadow aura depends on the type

of creature or object emitting the aura and its Hit


At 8th and 14th level, a Shadow Slayer selects a
Dice or caster level.
type of Shadow creature as a favored enemy.
Creature/Object Rating Due to his extensive study of these foes and
Outsider HD training in the proper techniques for combating
Caster level x
Magic item or spell them, the Shadow Slayer gains a +1 bonus to
1/2
Aberration, construct, dragon, elemental, any skills used against creatures of this type. He
HD x 1/2
undead creature
All other denizens of Shadow HD x 1/5 also gets a +1 bonus on weapon damage rolls
Rating Aura Power against creatures of this type.
1 or lower Faint At each level after 8th, the Shadow Slayer may
2–4 Moderate
5–10 Strong add +1 to the value of the bonus against each of
11 or higher Overwhelming his favored enemy types.
If an aura falls into more than one strength Shadow Enemy Type
category (for instance, if a creature and a magic Aberration

Construct

item are in the same place and each emits an Dragon

aura), the ability indicates the stronger of the Elemental

Fey

two.
Giant

Length Aura Lingers: How long a Shadow aura Humanoid

lingers after the creature or object has vacated Lycanthrope

Magical beast

the location depends on the aura’s original Monstrous humanoid

strength. Outsider

Undead

Original Aura Power Duration


At 8th level this ability replaces Aura of resolve.
Faint 1d6 minutes
At 14th level this ability replaces Aura of faith.
Moderate 1d6 x 10 minutes
Strong 1d6 hours
Overwhelming 1d6 days

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
FAST HEALING make a special Explorer lore check with a bonus
equal to her level + her Intelligence modifier to
Starting at 11th level, a Shadow Slayer gains the see whether or not she knows some relevant
ability of fast healing. Every round, the Shadow knowledge about notable people, legendary
Slayer recovers a number of hit points equal to items, or noteworthy places. If the Explorer has 5
one-half his level. or more ranks in Knowledge (history), she gains
This ability replaces Aura of justice. a +2 bonus on this check. She may take 10 but
cannot take 20 on this check.
WORD OF SLAYING An Explorer lore check does not reveal the
powers of a magic item but may give some hint
At 17th level, a Shadow Slayer comes into his full as to its general function; an Explorer may not
power. By spending 1 Hero Point and using a take 10 or take 20 on this check.
standard action, the Shadow Slayer can utter a Table: Explorer Lore

word of power that can devastate creatures of DC


Type of Knowledge Examples
A local official’s
Shadow. The word of slaying affects any denizens hobbies and
Common, known by at least
of Shadow within 15 feet of the Slayer. The ill 10 a substantial minority of the
interests; common
legends or rumors
effects depend on the Hit Dice of the creatures, local population.
about a powerful

as shown below. place of mystery.

The coordinates of a

HD Effect known but uncharted

Uncommon but available,


12 or more Dazed world; legends or
20 known by only a few people
8–11 Stunned in the area.
rumors about a
powerful magic

4–7 Paralyzed
artifact.

3 or less Killed The customs of a

A dazed creature can’t act for 1d4 rounds. A Obscure, known by few,
documented unknown

25 species; the true


stunned creature is stunned for 2d4 rounds. A hard to come by.
homeland of an
paralyzed creature can’t move or act for 1d10 ancient royal dynasty.
minutes. A killed creature dies (if it is living) or is Extremely obscure, known
The most likely
by very few, possibly
destroyed (if it is a construct or an undead). location of a long-lost
forgotten by most who once
pharaoh’s tomb; the
This ability replaces Aura of righteousness. 30 knew it, possibly known only
history of a powerful
by those who don’t
artifact and its
understand the knowledge’s
creator.
RAN G ER significance.
This ability replaces wild empathy.
The following are archetypes for the Ranger
class. SURVIVALIST

EX PL OR ER At 1st level, the Explorer gains the bonus feats

Guide and Tracker.

The following class features pertain to the This ability replaces track.

Explorer archetype. This archetype removes the


spellcasting class ability. RESOLVE

EXPLORER LORE Beginning at 3rd level, an Explorer gains a

morale bonus equal to one-half her level

At 1st level, an Explorer picks up stray and (rounded down) on saving throws to resist fear

obscure facts during her adventures. She may effects and Intimidate checks.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
This ability replaces Endurance. personally and may know her only through her
actions or description. The Shadow Hunter may
SKILLED SEARCHER not select a target while he or the target is in
combat, and once he chooses a target he must
When actively searching for secret doors or traps, wait 24 hours before choosing another.
an Explorer of 4th level or higher gains a bonus The Shadow Hunter gains the target bonus as a
on her Perception checks equal to one-half her competence bonus on attacks against that
level (rounded down). particular target, as well as when using any skills
This ability replaces Hunter's bond. directly against the target, or in tracking a target.
The target bonus applies to a single individual
TRAP SENSE and lasts until the Shadow Hunter chooses a new
target. The bonus increases by +1 points equal
At 7th level, an Explorer gains an intuitive sense to one-half his level.
that alerts her to danger from traps, giving her a
+1 bonus on Reflex saves made to avoid traps SWIFT TRACK
and a +1 dodge bonus to Armor Class against
attacks made by traps. At 1st level, the Shadow Hunter may move at
These bonuses rise to +2 at 11th level, +3 at normal speed while using Track without taking
15th level, and +4 at 19th level. the –5 penalty.
This ability replaces Woodland stride. This ability replaces wild empathy.

EXTRA STEP NO TRACE

An Explorer of 8th level or higher can spend a At 3rd level, the Shadow Hunter knows how to
Hero Point to take an extra 5-foot step during her hide his own tracks and may, at his choice, move
turn, as a free action. This extra 5-foot step does into “No Trace” mode. All attempts to track the
not provoke attacks of opportunity. Shadow Hunter (though not allies) treat the
At 10th level, the Explorer can take the extra 5­ ground as “firm” for purposes of success. In
foot step without spending a Hero Point. addition, the DC of any attempts to use
This ability replaces Swift tracker. Knowledge (technology) and Perception skills on
matters involving the Shadow Hunter are
SHA D OW HU NT ER increased by the Shadow Hunter’s level.

The following features pertain to the Shadow PLAY A HUNCH


Hunter archetype. This archetype removes the
spellcasting class ability. At 4th level, the Shadow Hunter gains the
supernatural ability to make a guess and be
TARGET BONUS assured that it is correct. The Shadow Hunter
may, as a full-round action, spend a Hero Point
At 1st level, the Shadow Hunter, as a full-round to determine whether an assumption, hunch, or
action, may designate an individual as a target. guess is correct. The player states the assertion
He spends one Hero Point to select a target, and and pays a Hero Point. The GM secretly rolls
thereafter gains a competence bonus on certain percentile dice; there is a 70% +1% per
actions involving that particular target. The character level chance of getting a response on
Shadow Hunter does not need to know the target

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
the hunch (failure indicates merely that you are URBAN TRACKING
unsure if this is true or not).

If the roll is a success, the player knows if the


At 1st level, a Tracer can track down the location
hunch is true, false, both or neither. A “both” of missing persons or wanted individuals.
response is possible for vague assumptions. An To find the trail of an individual or to follow it for
“unknown” response is for questions with no 1 hour requires a Perception check. You must
immediate answer. make another Perception check every hour of the
It may be determined that a hunch is so obvious search, as well as each time the trail becomes
that it does not require a roll, or that it is so difficult to follow, such as when it moves to a
vague that there is no chance for success. In different area of town.
these cases, the Hero Point is not spent (though The DC of the check, and the number of checks
the attempt still counts as a full-round action). A required to track down your quarry, depends on
hunch does not translate as a legal truth, and will the community population and the conditions:
not stand up in a court of law. Rather it is an Population DC Checks Required
obvious fact to the Shadow Hunter alone. Finding Fewer than 2,000 5 1d4
proof of an assumption would require additional 2,000–9,999 10 1d4+1
work. 10,000–49,999 15 2d4
50,000–99,999 20 2d4+1
100,000–499,999 25 3d4
DETECT MAGICAL AURA 500,000+ 30 3d4+1
DC
At 8th level, the Shadow Hunter gains the spell- Condition
Modifier
like ability to detect magical aura. The Shadow Every three creatures in the group
–1
Hunter may use this effect up to three times per being sought
day, and each use lasts for 20 minutes. Every 24 hours the quarry has
+1
This ability replaces Swift tracker. been missing or sought
Tracked quarry “lies low” +5
If you fail a Perception check, you can retry after
LOCATE TARGET 1 hour of questioning. The GM rolls the number
of checks required secretly, so the player doesn’t
At 11th level, the Shadow Hunter gains the
know exactly how long the task requires.
supernatural ability to know where his target is, if
You can cut the time per Perception check in half
in the target is in the general vicinity (1,000 feet
(to 30 minutes per check rather than 1 hour per
of the Shadow Hunter). This ability applies only
check), but you suffer a –5 penalty on the check.
to the target, and does not reveal attitude,
This ability replaces wild empathy.
status, or the presence of others around the
target.
COMBAT STYLE

TRAC E R
SWIFT STRIKE
The following class features pertain to the Tracer
archetype. This archetype removes the The Tracer becomes skilled at taking down
spellcasting class ability. unwary targets quickly. He gains the Rouge
Sneak Attack class ability. The extra damage
increases every two levels.

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UNCANNY STEALTH
ADRENALINE RUSH

Tracers learn to move quickly yet quietly.


At 9th level, a Daredevil can temporarily increase
At 4th level, a Tracer no longer suffers move
one of his or her physical ability scores (Strength,
penalties on Stealth checks while moving at full
Dexterity, or Constitution). The Daredevil spends
speed.
1 Hero Point and gets to increase the selected
At 7th level, a Tracer suffers only a –10 penalty
ability score by 1d4+1 points. The increase lasts
on Stealth checks while running or charging.
for a number of rounds equal to his class level. At
the end of the duration, the Daredevil is fatigued
ROU G E for 1d4+1 rounds.
This ability replaces trap sense +3.
The following are archetypes for the Rouge class.
At 12th level, a Daredevil can temporarily
increase two physical ability scores. At the end of
DAR ED EV IL
the duration, the Daredevil is fatigued for 1d6+2
rounds.
The following features pertain to the Daredevil
This ability replaces trap sense +4.
archetype.

DELAY DAMAGE
FEARLESS

Once per day, a Daredevil of 15th level or higher


At 1st level, a Daredevil gains a +4 morale bonus
can delay the damage dealt by a single attack or
on Will saves to resist fear effects and on level
effect for a number of rounds equal to his or her
checks to oppose Intimidate checks.
class level.
This ability replaces trap finding.
This ability replaces trap sense +5.

NIP-UP
DAMAGE THRESHOLD

A Daredevil of 3rd level or higher can stand up


An 18th level Daredevil is immune to massive
from a prone position as a free action that does
damage effects.
not provoke an attack of opportunity.
Massive Damage (Optional Rule): If you ever
This ability replaces trap sense +1.
sustain a single attack that deals an amount of
damage equal to half your total hit points
ACTION BOOST
(minimum 50 points of damage) or more and it
doesn't kill you outright, you must make a DC 15
This ability, gained at 6th level, allows a
Fortitude save. If this saving throw fails, you die
Daredevil to spend 2 Hero Points on a single
regardless of your current hit points. If you take
action in a round. A Daredevil can spend 1 Hero
half your total hit points or more in damage from
Point, see the result of the roll, and then decide
multiple attacks, no one of which dealt more than
to spend a second point, as long as he or she
half your total hit points (minimum 50), the
does so before the GM reveals the result of the
massive damage rule does not apply.
action.
This ability replaces trap sense +6.
This ability replaces trap sense +2.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
INF IL TRA TOR size category larger than it is for the purpose of

determining the damage it deals.

The following features pertain to the Infiltrator This ability replaces trap sense +4.

archetype.
IMPROVED SWEEP

SWEEP
At 15th level, an Infiltrator’s ability to get the lay

At 3rd level, an Infiltrator knows how to size up of the land improves. Now the Infiltrator not only

an area and get the lay of the land in a single spots potential perils with a successful check, he

sweep of his or her eyes. This sweep provides a or she can determine the relative strength of

+4 circumstance bonus on Perception checks and these dangers. A successful check relates the

covers an area out to 30 feet away from the danger’s strength compared to the Infiltrator:

Infiltrator. The Infiltrator can use this bonus at stronger (higher level or Hit Dice), on par (same

the start of an encounter. level or HD), or weaker (lower level or HD).

Anything not concealed can be spotted in a This ability replaces trap sense +5.

sweep with a successful check (DC 10). The DC


for concealed or less obvious threats is equal to
WITHOUT A TRACE

their Stealth check result.


This ability replaces trap sense +1. At 18th level, an Infiltrator gains a +4 bonus on

all opposed skill checks.

IMPROVISED IMPLEMENTS This ability replaces trap sense +6.

At 6th level, an Infiltrator no longer takes a –4


INV ES T IGA T OR

penalty when wielding an improvised weapon.


Also, the Infiltrator is able to make do without The following features pertain to the Investigator

proper equipment in certain circumstances: the archetype.

Infiltrator no longer takes a penalty when using


skills without the proper tools. PROFILE

This ability replaces trap sense +2.


At 1st level, by making a Perception check (DC

SKILL MASTERY 15) when talking to witnesses of a crime, the

Investigator compiles a rough mental picture of

At 9th level, an Infiltrator selects a number of the suspect. This mental picture provides a

skills from skill list equal to 3 + his or her physical description, including distinguishing

Intelligence modifier. When making a check using markings and visible mannerisms. Success

one of these skills, the Infiltrator may take 10 makes the profile accurate, at least concerning a

even if stress and distractions would normally particular suspect as seen by witnesses.

prevent him or her from doing so. The Investigator can expand the profile by

This ability replaces trap sense +3. making another Perception check (DC 15)

involving the crime scene or other evidence

IMPROVISED WEAPON DAMAGE linked to the suspect. If successful, the

Investigator combines eyewitness accounts with

At 12th level, an Infiltrator’s attacks with forensic evidence to develop a profile of the

improvised weapons deal more damage. The suspect’s method of operation. This provides a
Infiltrator treats an improvised weapon as one +2 circumstance bonus on any skill checks made

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
to uncover additional evidence or otherwise NONLETHAL FORCE
locate and capture the suspect.
This ability replaces trap finding. At 6th level, an Investigator becomes adept at
using nonlethal force to subdue an opponent.
From this point on, he can deal nonlethal damage
CONTACT
with a weapon that normally deals lethal damage
An Investigator of 3rd level or higher cultivates (if he or she so chooses) without taking the
associates and informants. Each time the normal –4 penalty on the attack roll.
Investigator gains a contact, the GM should This ability replaces trap sense +2.
develop a supporting character to represent the
contact. The player can suggest the type of DISCERN LIE
contact his or her character wants to gain, but
the contact must be an ordinary character, not a At 12th level, an Investigator develops the ability
heroic character. to gauge whether another character is telling the
A contact will not accompany an Investigator on truth by reading facial expressions and
missions or risk his or her life. A contact can, interpreting body language. The Investigator
however, provide information or render a service must be able to see and hear (but not necessarily
(make a specific skill check on the Investigator’s understand) the individual under scrutiny.
behalf). With a successful Sense Motive check opposed by
At 3rd level, the Investigator gains a low-level the subject’s Bluff check result or against DC 10
contact. (whichever is greater), the Investigator can tell
This ability replaces trap sense +1. whether the subject is deliberately and knowingly
At 9th level a mid-level contact. speaking a lie. This ability doesn’t reveal the
This ability replaces trap sense +3. truth, uncover unintentional inaccuracies, or
At 15th level a high-level contact. necessarily reveal omissions in information.
This ability replaces trap sense +5. This ability replaces trap sense +4.
The Investigator can’t call on the same contact
more than once in a week, and when he or she SIXTH SENSE
does call on a contact, compensation may be
required for the assistance the contact renders. At 18th level, an Investigator becomes so
In general, a professional associate won’t be attuned at solving mysteries that he finds a way
compensated monetarily, but instead will to put two and two together and rarely misses a
consider that the Investigator owes a favor. clue. Whenever the Investigator spends 1 Hero
Contacts with underworld or street connections Point he gains a +20 bonus to a Perception
usually demand monetary compensation for the check.
services they render, and experts in the use of This ability replaces trap sense +6.
skills normally want to be paid for the services
they provide. SP EED D E MO N
For underworld or street contacts, this expense is
$100 for the low-level contact, $500 for the mid- The following features pertain to the Speed
level contact, or $1000 for the high-level contact. Demon archetype.
For skilled experts, the cost is $100 x the ranks
the expert has in the appropriate skill.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
HIT THE WEAK SPOT RESTORE VEHICLE

At 1st level, the Speed Demon knows enough At 15th level, the Speed Demon gains the ability
about vehicles to know the best way to damage to, as a full action; restore a vehicle to temporary
and disable them. Whether using a weapon or working condition. The Speed Demon spends a
another vehicle, the Speed Demon ignores the Hero Point and restores 10 points of damage per
first 5 points of hardness when attacking a Hero Point, to a vehicle. The restoration is
vehicle. temporary in nature, but may be performed while
This ability replaces trap finding. the vehicle is in motion. The Speed Demon may
restore damaged portions of the vehicle, such as
VEHICLE EMPATHY tires, in the same manner. This last for 1 min per
level.
At 3rd level, the Speed Demon gains an This ability replaces trap sense +5.
extraordinary ability with vehicles. This is a move
action, but she must be touching the vehicle in ONE WITH THE VEHICLE
question in order for the ability to function. This
may include popping the locks without tools, At 18th level, the Speed Demon develops
starting the engine without keys, or cracking the extraordinary reflexes behind the wheel,
engine block by touching the hood. effectively reacting as if vehicle and body were
This ability replaces trap sense +1. one. When the Speed Demon is in control of a
vehicle, she can add her Armor Class bonus to
COMMANDEER that of the vehicle. The Armor Class bonus
applies to all parts of the vehicle, including
At 6th Level, the Speed Demon gains the ability windshields, tires, and passengers.
to help control a vehicle even if she is not behind
the wheel. For 1 Hero Point per round, the Speed This ability replaces trap sense +6.
Demon makes all Profession (driver) checks for
the vehicle’s operator. ROUGE TALENTS
The Speed Demon must be in contact with the
vehicle’s operator, and loses control of it if she no NEED FOR SPEED
longer maintains contact.
This ability replaces trap sense +2. The Speed Demon can improve the top speed of
a vehicle that she controls. The vehicle’s top
speed is increased by 25%.
LEADFOOT

At 9th level, the Speed Demon gains a +4 NURSING THE TURNS


competence bonus on initiative checks when
controlling a vehicle.
The Speed Demon can get better performance
This ability replaces trap sense +3.
out of a vehicle, reducing some of its penalties.
The Speed Demon may spend a Hero Point to
negate the Maneuver or Initiative penalty of a
REDLINING THE NEEDLE
vehicle she controls until the beginning of the
At 12th level, the Speed Demon treats Check/Roll Speed Demon’s next turn.
Modifiers based on speed at a +4.
This ability replaces trap sense +4.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
SW IND LER as a bonus or penalty to the target’s roll, at the
Swindler’s discretion.
The following rouge talents pertain to the
Swindler archetype. For each Hero Point spent, the range of this
ability increases to an additional 30 feet.
ROUGE TALENTS
SOR C ER ER
CHEAT FATE
The following are archetypes for the Sorcerer
Fortune favors the Swindler. Once per day, he class.
may reroll one roll that he has just made before
the success or failure of the result is announced. SHA D OWJ A CK
The Swindler must take the result of the reroll,
even if it’s worse than the original roll. The following features pertain to the Shadowjack
archetype.
FORTUNE’S FAVOR
READ/WRITE CODE
The Swindler learns to subtly manipulate the
fortunes of his adversaries, making him harder to Beginning at 1st level, the Shadowjack can
strike in combat. For each Hero Point spent, the understand both the nature of raw computer
Swindler gains a +2 luck bonus to Armor Class code and what the program is intended to
against all attacks for 1 round. accomplish when implemented. On a successful
Linguistics check (DC 10 + Knowledge
THOUSAND FACES (technology) skill modifier of the code’s author),
the Shadowjack can determine both the function
A Swindler’s ability to manipulate probability of the program and any bugs or potential weak
makes him unpopular in certain circles, points in the design. If weak points are found,
increasing the need for a ready number of the Shadowjack gains a +2 insight bonus on
disguises. The Swindler becomes a master of the Knowledge (technology) checks attempting to
quick disguise. He can don a convincing disguise degrade the program.
in one-tenth the normal time (1d4 minutes).
ONLINE PRESENCE
WARP PROBABILITY
Beginning at 1st level, when attempting to use a
The Swindler can affect another creature’s attack Charisma based skills such a Bluff, Intimidate, or
roll, skill check, ability check, level check, or Diplomacy in an online situation, the Shadowjack
saving throw. As a free action during another adds any Shadowjack levels as a circumstance
creature’s turn, the Swindler can spend a Hero bonus.
Point to alter the target’s d20 roll result. The This ability replaces her Eschew Materials bonus
Swindler must be within 30 feet of the target, feat.
must be able to see the target, and must declare
that he’s spending the Hero Point before the SHADOWJACK ABILITIES
result of the target’s roll is revealed. The
Swindler’s rolls a d20 and the result counts either Beginning at 2nd level, the Shadowjack gains the
following abilities:

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
Electronic Empathy: The Shadowjack gains a +2 the backdoor is discovered and will be deleted
competence bonus when repairing or disabling before the next time the Shadowjack returns.
electronic devices. This is in addition to any other At 4th level, the Shadowjack gains the following
bonuses for related skills. abilities:
Careful Progress: When the Shadowjack attempts Online Spell Resistance: The Shadowjack
to defeat computer security, the administrator is becomes harder to hurt by spells and spell-like
alerted only if the Shadowjack fails his abilities sent through email and electronic
Knowledge (technology) check by 10 or more. devices, including the Techno Mage’s online
False Trail: When covering his electronically spellcasting ability as well as magical items which
tracks through the internet, the Shadowjack can use electronic components. The Shadowjack
lay in a false trail. With a successful DC 25 gains Spell Resistance equal to 10 + his
Knowledge (technology) check, the Shadowjack Shadowjack levels. This is a supernatural ability.
imposes a –5 penalty on any attempt to trace Improved Degradation: The character’s attempts
him. If the trace fails by 10 or more points, the to alter and degrade existing programming get
tracker follows the Shadowjack’s false trail to an more insidious. The degradation is installed as
innocent internet address. If the trace fails by normal. However, unless the Knowledge
less than 10 points, the tracker realizes the trail (technology) check to fix the degraded program
is bogus and gives up. exceeds the DC by 5, the degradation returns
Install Backdoor: After successfully breaking into within 6 hours, this happens automatically, the
a specific computer system, the Shadowjack can character doesn't have to make a second check.
install a “backdoor” to the system. A backdoor is At 6th level, the Shadowjack gains the following
a piece of code that makes it easier for the abilities:
Shadowjack to break into that particular system Pass firewall: When the Shadowjack attempts to
in the future. Writing and installing the program defeat computer security, the administrator is
requires a Knowledge (technology) check (see alerted only if the Shadowjack rolls a 1 on his
chart below), but once successfully installed it Knowledge (technology) check.
automatically defeats that systems’ security upon Walking Database: The Shadowjack gains the
return trips—the Shadowjack no longer needs to supernatural ability to recall vast amounts of
make Knowledge (technology) checks to enter information gleaned while traveling through
that system. cyberspace. He may substitute his Knowledge
(technology) score instead of another Knowledge
Level of Security DC score for the purposes of a check.
Minimum 25

Average 30

VIRTUAL INCANTATIONS
Exceptional 40

Maximum 45

At 7th level, the Shadowjack gains the spell-like


ability to use a computer to cast spells, if he is
It is important to keep backdoors hidden from
successful at a Knowledge (technology) check
the system administrator, who will always be on
with a DC equal to a DC of 15 + spell level. All
the lookout for such invasions. A backdoor
other requirements for the spell (components,
automatically allows the Shadowjack entrance to
saving throw and so forth) remain the same.
a particular system, but every time he uses it he
This ability replaces her bonus feat.
must make an opposed Knowledge (technology)
check against the administrator. Failure means

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
W IZ A R D SPELL RESISTANCE

The following are archetypes for the Wizard class. An Occultist has spell resistance equal to 5 + her
Occultist level. It never interferes with her own
spells, and she can voluntarily lower her spell
MA G E
resistance at any time.

BREW POTION
ARCANE RESEARCH
At 3rd level, a Mage gains the Brew Potion feat.
At 1st level the Occultist gains the Scribe Scroll
feat.
SCRIBE SCROLL

At 4th level, a Mage gains the Scribe Magical SHADOW CONTACT


Scroll feat.
At 5th level, an Occultist gains a denizen of
Shadow as a contact. The Shadow creature can
SPELL MASTERY have HD equal to one-half the Occultist’s class
level or less. This Shadow creature may or may
At 5th and 10th level, a Mage gains the spell
not be overtly hostile toward humans, but it
mastery ability. Each time, the Mage chooses a
tolerates the Occultist. The Shadow creature will
number of spells that he already knows equal to
provide information or other minor assistance as
his Intelligence modifier. From that point on, the
though its attitude toward the Occultist were
Mage can prepare these spells without referring
friendly. It might still omit important details,
to a spell book. The Mage is so intimately familiar
depending on its relationship with the Occultist.
with these spells that he doesn’t need a spell
The Shadow creature doesn’t accompany the
book to prepare them anymore.
Occultist on adventures, and it may not always
This ability replaces Bonus feat.
be available when the Occultist wants it. In most
cases, the Shadow contact can be called upon
COMBAT CASTING once per week, and the creature requires some
form of compensation for each favor.
At 7th level, a Mage gains the Combat Casting
Compensation can be a favor in return or
feat.
something appropriate to the creature in
question.
MAXIMIZE SPELL If the Shadow creature dies, a new creature
replaces it when the Occultist attains her next
At 12th level, a Mage gains the Maximize Spell
level in this class.
feat.

This ability replaces Bonus feat.

BIND SHADOW CREATURE

OC CU LTIST At 7th level, an Occultist can select a type of


Shadow creature (any creature type other than
The following features pertain to the Occultist
animal or vermin) and bind one such creature
archetype.
into service. A Shadow creature of the
appropriate type and Hit Dice (GM’s choice)
appears at the Occultist’s side in 1d6+1 days.

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
Thereafter, it serves the Occultist, with an TEC HN O M AG E
outward attitude of helpful (though it might
inwardly hate the Occultist who has trapped it The following features pertain to the Techno
into service). It obeys the Occultist, providing Mage archetype.
protection, fighting at her side, and performing
other services. It always seeks to obey the letter ARCANE SPELLS AND ARMOR
of the Occultist’s command, and can sometimes
use this behavior to harm the Occultist or The Techno Mage gains the Arcane Armor
otherwise hinder as much as it helps. Training feat.
At 7th level, the Occultist can bind a Shadow This ability replaces Scribe Scroll.
creature with 2 HD or less.
At 11th level, the Occultist can bind a Shadow SPELLFILES
creature with 4 HD or less.
The Techno Mage spells are can only be stored
digitally.
ARCANE RESEARCH (ITEMS)
This ability replaces the traditional Wizards spell
Starting at 9th level, an Occultist can perform book.
research to find magic items. The method and
process is unique to the Occultist. There is no MACHINE EMPATHY
purchase cost for the magic items the Occultist
gains with each new level attained in this class. At 2nd Level, the Techno Mage is so comfortable
When the Occultist attains 9th level, and upon with technology that she gains a +2 competence
attaining each new level thereafter, she uncovers bonus with any electronic or mechanical device,
one magic item through arcane research and and in addition may use any skill that involves
study. The GM randomly selects the item, though technology untrained.
the Occultist can make a Knowledge (arcana)
check (DC 25) to specify the type of item gained. PROGRAM SPELL
The item must be a wondrous item, a wand, a
magic weapon, or a set of magic armor. At 3rd level, the Techno Mage may spend a Hero
Point to insert a spell within a particular analog or
digital device, such that by touching a key (or
BANISH
flicking a switch), the spell activates. All variables
At 13th level, an Occultist comes into her full of the spell are set at the time of casting.
power. By spending 1 Hero Point and a standard Casting a spell takes the normal amount of time;
action, the Occultist can utter a word of power discharging a programmed spell is a Standard
that forces a denizen of Shadow to return to the action.
Shadow dimension. The Shadow creature gets a
Will save (DC 10 + 1/2 Occultist’s level + Cha CREATE HOMUNCULUS
modifier). If the save succeeds, the Shadow
creature doesn’t disappear but is instead stunned At 4th level, the Techno Mage can create a
for 1d4+1 rounds. homunculus. The homunculus may be flesh,
digital, chemical, or biochemical in nature.
Creating a homunculus requires a $25,000 to
acquire the appropriate equipment. The materials
used are consumed in the creation of the

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S A M P L E C A M P A I G N – C LA S S I C H E ROE S
homunculus. In addition, the creation of a to hear the caster. Range is determined from the

homunculus requires a pint of the Techno Mage’s caster to the pick-up device (camera, keyboard,

blood. etc.) and then from the device to its target. The

It takes a week to create a homunculus. During space between keyboard and monitor, or camera

this time the Techno Mage must labor for 8 hours and screen, is not considered. The Techno Mage

a day. A character not actively working on the must be able to see or otherwise be able to

ritual must perform no other activities except determine the location of her target (“person at

eating, sleeping, or talking. If she misses a day, the keyboard” is a suitable target). Spells cast

the process fails, and the ritual must begin anew. online are less effective, such that the target gets

At the end of the period, the Techno Mage makes a +4 circumstance bonus on saving throws.

an appropriate skill check for the Craft skill


connected with the particular subtype of QUICKEN SPELL

homunculus (DC 20). A failure indicates loss of


the subject (requiring the Techno Mage to begin At 10th level, the Techno Mage gains the Quicken

again) but no other penalty. Spell feat.

The Techno Mage may create any number of This ability replaces Bonus feat.

homunculi. However, when a homunculi perishes,


its death deals 2d10 points of damage to the WITC H
Techno Mage, so caution is usually the by-word
in homunculus creation. The following are archetypes for the Witch class.

ARCANE SPONTANEOUS CASTING MYS T IC

At 5th level, the Techno Mage chooses a number The following information pertains to the Mystic

of spells she already knows equal to her archetype.

Intelligence modifier. From that point on, the


Techno Mage can cast those spells in place of TURN OR REBUKE UNDEA D

already-chosen spells of the same level. The


Techno Mage “loses” a prepared spell to cast Starting at 3rd level, a Mystic gains the Turn

another spell of the same level or lower. Undead feat. The Mystic must spend a Hero Point

This ability replaces Bonus feat. to turn or rebuke undead.

SPELL FOCUS COMBAT CASTING

At 5th level, the Techno Mage gains the Focused At 5th level, a Mystic gains the Combat Casting

Spell feat. feat.

ONLINE CASTING BREW POTION

At 8th level, the Techno Mage can cast spells At 7th level, the Mystic gains the Brew Potion

through electronic devices, including cameras, feat.

cell phones, and modems.


If the spell requires the caster to be seen, then
the target must see the caster, if it requires the
caster to be heard, then the target must be able

151
O P E N G A M E L I CE N S E
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Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
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indication as to compatibility, except as expressly licensed in another, independent Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
Agreement with the owner of each element of that Product Identity. You agree not to Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in Stan!, Christopher Perkins, Rodney Thompsonand JD Wiker, based on material by
conjunction with a work containing Open Game Content except as expressly licensed in Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
another, independent Agreement with the owner of such Trademark or Registered Cordell, John Tynesandy Collinsand JD Wiker. All material in this book is Open Game
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challenge to the ownership of that Product Identity. The owner of any Product Identity The Modern Path - Heroes of the Modern World 2.0. Copyright 2011, Game Room
used in Open Game Content shall retain all rights, title and interest in and to that Product Creations, Authors: Chris Clark, Jason Mangum, Barry Spryng and Kevin Webb
Identity. END OF LICENSE
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All sublicenses shall survive the termination of this License.

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